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Possible bug with gCameraAttachedReflectionMaterialID (?) #106

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@Coldus12

Hi.

When using REBLUR there is severe ghosting on our player-weapons ('attached' to the camera). We are using the gCameraAttachedReflectionMaterialID (which helps with the noise, but ghosting still remains).

Changing pixelUv to be smbPixelUv (in the temporal stabilization shader) here (at line 240):

float2 vmbPixelUv = Geometry::GetScreenUv( gWorldToClipPrev, Xvirtual );
vmbPixelUv = materialID == gCameraAttachedReflectionMaterialID ? pixelUv : vmbPixelUv;

Similarly to what's in the temporal accumulation shader, seems to fix the issue.

Is the pixelUv usage here intended, or is it a bug?

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