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AMD TAA fix
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@ -197,17 +197,30 @@ vec3 closestToCamera5taps(vec2 texcoord, sampler2D depth)
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vec3 closestToCamera5taps_DH(vec2 texcoord, sampler2D depth, sampler2D dhDepth, bool depthCheck)
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{
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vec2 du = vec2(texelSize.x*2., 0.0);
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vec2 dv = vec2(0.0, texelSize.y*2.);
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vec3 dtl = vec3(texcoord,0.) + vec3(-texelSize, texture2D(depthCheck ? dhDepth : depth, texcoord - dv - du).x);
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vec3 dtr = vec3(texcoord,0.) + vec3( texelSize.x, -texelSize.y, texture2D(depthCheck ? dhDepth : depth, texcoord - dv + du).x);
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vec3 dmc = vec3(texcoord,0.) + vec3( 0.0, 0.0, texture2D(depthCheck ? dhDepth : depth, texcoord).x);
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vec3 dbl = vec3(texcoord,0.) + vec3(-texelSize.x, texelSize.y, texture2D(depthCheck ? dhDepth : depth, texcoord + dv - du).x);
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vec3 dbr = vec3(texcoord,0.) + vec3( texelSize.x, texelSize.y, texture2D(depthCheck ? dhDepth : depth, texcoord + dv + du).x);
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vec3 dtl = vec3(texcoord,0.);
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vec3 dtr = vec3(texcoord,0.);
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vec3 dmc = vec3(texcoord,0.);
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vec3 dbl = vec3(texcoord,0.);
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vec3 dbr = vec3(texcoord,0.);
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if(depthCheck){
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dtl += vec3(-texelSize, texture2D(dhDepth, texcoord - dv - du).x);
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dtr += vec3( texelSize.x, -texelSize.y, texture2D(dhDepth, texcoord - dv + du).x);
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dmc += vec3( 0.0, 0.0, texture2D(dhDepth, texcoord).x);
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dbl += vec3(-texelSize.x, texelSize.y, texture2D(dhDepth, texcoord + dv - du).x);
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dbr += vec3( texelSize.x, texelSize.y, texture2D(dhDepth, texcoord + dv + du).x);
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}else{
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dtl += vec3(-texelSize, texture2D(depth, texcoord - dv - du).x);
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dtr += vec3( texelSize.x, -texelSize.y, texture2D(depth, texcoord - dv + du).x);
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dmc += vec3( 0.0, 0.0, texture2D(depth, texcoord).x);
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dbl += vec3(-texelSize.x, texelSize.y, texture2D(depth, texcoord + dv - du).x);
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dbr += vec3( texelSize.x, texelSize.y, texture2D(depth, texcoord + dv + du).x);
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}
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vec3 dmin = dmc;
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dmin = dmin.z > dtr.z? dtr : dmin;
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