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remake and improve underwater lighting. add new method for indirect SSS. improve nametag rendering. fix translucent rendering on DH LODs. begin work on WIP cloud raymarcher
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@ -419,8 +419,7 @@ vec4 computeTAA(vec2 texcoord, bool hand){
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if(hand) blendingFactor = clamp(length(velocity/texelSize),blendingFactor,1.0);
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////// Increases blending factor when far from AABB, reduces ghosting
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// blendingFactor = min(blendingFactor + luma(min(max(clampedframeHistory-frameHistory,0.0) / frameHistory, 1.0)),1.0);
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// blendingFactor = min(blendingFactor + luma(abs(clampedframeHistory - frameHistory)/clampedframeHistory) ,1.0);
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blendingFactor = clamp(blendingFactor + luma(abs(clampedframeHistory - frameHistory)/clampedframeHistory),0.0,1.0);
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// if(luma(abs(clampedframeHistory - frameHistory)) > 0.01) blendingFactor = 1.0;
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