diff --git a/Source/Engine/Renderer/EyeAdaptationPass.cpp b/Source/Engine/Renderer/EyeAdaptationPass.cpp index e44189454..9b664278c 100644 --- a/Source/Engine/Renderer/EyeAdaptationPass.cpp +++ b/Source/Engine/Renderer/EyeAdaptationPass.cpp @@ -42,7 +42,7 @@ void EyeAdaptationPass::Render(RenderContext& renderContext, GPUTexture* colorBu bool dropHistory = renderContext.Buffers->LastEyeAdaptationTime < ZeroTolerance || renderContext.Task->IsCameraCut; const float time = Time::Draw.UnscaledTime.GetTotalSeconds(); //const float frameDelta = Time::ElapsedGameTime.GetTotalSeconds(); - const float frameDelta = time - renderContext.Buffers->LastEyeAdaptationTime; + const float frameDelta = Math::Clamp(time - renderContext.Buffers->LastEyeAdaptationTime, 0.0f, 1.0f); renderContext.Buffers->LastEyeAdaptationTime = 0.0f; if ((view.Flags & ViewFlags::EyeAdaptation) == ViewFlags::None || settings.Mode == EyeAdaptationMode::None || checkIfSkipPass()) return;