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Fix for weird jitter of motion blur texture if onscreen raindrops are rendering? #2
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(fyi it's jitter of DIFFUSEMAP_TEXTURE in motionblur technique, seems it's being set weirdly?) |
Sorry for late reply, just catching up. Do you have an example of it? (recording of some kind?) I'm having a hard time noticing exactly what you mean. It seems to work fine for me, although I'm running my game with VSync most of the time. It's very likely the game renderer itself is buggy, not the shader. For this we'd need to figure out the location of both passes in the code (motion blur and onscreen raindrop) and try to eliminate which one is the cause. It should be relatively easy to figure out what is the cause, but finding the solution is gonna take a bit of tinkering. |
here https://pastebin.com/8xuDNRxR the vanilla game uses a different texture, but that's blurred already |
I'll test it out, thanks! |
I'm sorry but this looks to be purely your shader's fault, not a game bug. As far as I can tell, the shader you've shared with me is based on Most Wanted 360, which uses a different rendering technique to Carbon for motion blurring found here. The structures are differently arranged and the image is never taken from DIFFUSEMAP_TEXTURE, only from MOTIONBLUR_TEXTURE. |
it's very likely a vanilla bug, but it still should be fixed
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