Reimplement Temporal AA with less ghosting and better quality
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@@ -31,8 +31,15 @@ void RenderView::Prepare(RenderContext& renderContext)
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taaJitter = Vector2(jitterX * 2.0f / width, jitterY * 2.0f / height);
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// Modify projection matrix
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Projection.Values[2][0] += taaJitter.X;
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Projection.Values[2][1] += taaJitter.Y;
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if (IsOrthographicProjection())
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{
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// TODO: jitter otho matrix in a proper way
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}
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else
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{
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Projection.Values[2][0] += taaJitter.X;
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Projection.Values[2][1] += taaJitter.Y;
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}
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// Update matrices
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Matrix::Invert(Projection, IP);
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