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FIX: incorrect blurring of objects close to camera
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@ -164,7 +164,7 @@ void main()
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// fill in gaps in base velocity (skybox, z velocity)
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vec3 base_velocity = vec3(textureLod(vector_sampler, uvn, 0.0).xy + mix(vec2(0), camera_uv_change.xy, step(depth, 0.)), camera_uv_change.z);
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// fsr just makes it so values are larger than 1, I assume its the only case when it happens
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if(params.is_fsr2 > 0.5 && dot(base_velocity, base_velocity) >= 1)
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if(params.is_fsr2 > 0.5 && dot(base_velocity.xy, base_velocity.xy) >= 1)
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{
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base_velocity = camera_uv_change;
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}
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