Add improvements to Volumetric Fog quality and performance
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@@ -5,9 +5,9 @@
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#include "Engine/Level/Actors/Camera.h"
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#include "Engine/Core/Math/Double4x4.h"
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#include "Engine/Renderer/RenderList.h"
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#include "Engine/Renderer/RendererPass.h"
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#include "RenderBuffers.h"
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#include "RenderTask.h"
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#include "RenderTools.h"
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void RenderView::Prepare(RenderContext& renderContext)
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{
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@@ -29,8 +29,8 @@ void RenderView::Prepare(RenderContext& renderContext)
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// Calculate jitter
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const float jitterSpread = renderContext.List->Settings.AntiAliasing.TAA_JitterSpread;
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const float jitterX = (RendererUtils::TemporalHalton(TaaFrameIndex + 1, 2) - 0.5f) * jitterSpread;
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const float jitterY = (RendererUtils::TemporalHalton(TaaFrameIndex + 1, 3) - 0.5f) * jitterSpread;
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const float jitterX = (RenderTools::TemporalHalton(TaaFrameIndex + 1, 2) - 0.5f) * jitterSpread;
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const float jitterY = (RenderTools::TemporalHalton(TaaFrameIndex + 1, 3) - 0.5f) * jitterSpread;
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taaJitter = Float2(jitterX * 2.0f / width, jitterY * 2.0f / height);
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// Modify projection matrix
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