Fix TAA jitter in post-resolve passes such as editor primitives and debug gizmos
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@@ -146,4 +146,7 @@ void TAA::Render(const RenderContext& renderContext, GPUTexture* input, GPUTextu
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context->Draw(output);
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renderContext.Buffers->TemporalAA = outputHistory;
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}
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// Mark TAA jitter as resolved for future drawing
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(bool&)renderContext.View.IsTaaResolved = true;
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}
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