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Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
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40 changed files with 990 additions and 176 deletions
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@ -30,7 +30,7 @@
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#include "renderer_scene_render.h"
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void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const CameraMatrix p_projection, bool p_is_orthogonal, bool p_vaspect) {
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void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform, const CameraMatrix p_projection, bool p_is_orthogonal, bool p_vaspect, const Vector2 &p_taa_jitter) {
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view_count = 1;
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is_orthogonal = p_is_orthogonal;
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vaspect = p_vaspect;
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@ -40,6 +40,7 @@ void RendererSceneRender::CameraData::set_camera(const Transform3D p_transform,
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view_offset[0] = Transform3D();
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view_projection[0] = p_projection;
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taa_jitter = p_taa_jitter;
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}
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void RendererSceneRender::CameraData::set_multiview_camera(uint32_t p_view_count, const Transform3D *p_transforms, const CameraMatrix *p_projections, bool p_is_orthogonal, bool p_vaspect) {
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