Fix crash in motion blur tile size calculation
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@@ -285,7 +285,7 @@ void MotionBlurPass::Render(RenderContext& renderContext, GPUTexture*& input, GP
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PROFILE_GPU_CPU("Motion Blur");
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// Setup shader inputs
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const int32 maxBlurSize = (int32)((float)motionVectorsHeight * 0.05f);
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const int32 maxBlurSize = Math::Max((int32)((float)motionVectorsHeight * 0.05f), 1);
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const int32 tileSize = Math::AlignUp(maxBlurSize, 8);
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const float timeScale = renderContext.Task->View.IsOfflinePass ? 1.0f : 1.0f / Time::Draw.UnscaledDeltaTime.GetTotalSeconds() / 60.0f; // 60fps as a reference
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Data data;
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