fixed taa on dx12
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@ -478,7 +478,7 @@ local function TAA(res, gbuffer)
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setRenderTargets()
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drawcallUniforms(viewport_w, viewport_h, 0, 0)
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bindTextures({taa_history, gbuffer.DS, res, gbuffer.D}, 0)
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bindTextures({taa_history, res, gbuffer.D}, 0)
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bindImageTexture(taa_tmp, 3)
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dispatch(taa_shader, (viewport_w + 15) / 16, (viewport_h + 15) / 16, 1)
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@ -7,9 +7,8 @@ compute_shader [[
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layout(local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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layout (binding = 0) uniform sampler2D u_history;
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layout (binding = 1) uniform sampler2D u_depthbuf;
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layout (binding = 2) uniform sampler2D u_current;
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layout (binding = 3) uniform sampler2D u_motion_vectors;
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layout (binding = 1) uniform sampler2D u_current;
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layout (binding = 2) uniform sampler2D u_motion_vectors;
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layout (rgba8, binding = 3) uniform image2D u_output;
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// https://gist.github.com/TheRealMJP/c83b8c0f46b63f3a88a5986f4fa982b1
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