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3 changes: 2 additions & 1 deletion package/Shaders/ISApplyVolumetricLighting.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -34,6 +34,7 @@ cbuffer PerGeometry : register(b2)
PS_OUTPUT main(PS_INPUT input)
{
PS_OUTPUT psout;
static const float kVLThresholdBias = 1.0 / 128.0;
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float2 screenPosition = FrameBuffer::GetDynamicResolutionAdjustedScreenPosition(input.TexCoord);
float depth = DepthTex.Sample(DepthSampler, screenPosition).x;
Expand All @@ -49,7 +50,7 @@ PS_OUTPUT main(PS_INPUT input)

float noiseGrad = 0.03125 * NoiseGradSamplerTex.Sample(NoiseGradSamplerSampler, 0.125 * input.Position.xy).x;

float adjustedVl = max(0, noiseGrad + vl - 0.0078125);
float adjustedVl = max(0.0, noiseGrad + vl - kVLThresholdBias);

if (0.001 < g_IntensityX_TemporalY.y) {
float2 motionVector = MotionVectorsTex.Sample(MotionVectorsSampler, screenPosition).xy;
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