Fix #112211: Workbench: Clamp infinite inputs in TAA
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@@ -11,8 +11,11 @@ void main()
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int i = 0;
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for (int x = -1; x <= 1; x++) {
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for (int y = -1; y <= 1; y++, i++) {
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vec4 color = texture(colorBuffer, uv + vec2(x, y) * texel_size);
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/* Clamp infinite inputs (See #112211). */
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color = clamp(color, vec4(0.0), vec4(1e10));
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/* Use log2 space to avoid highlights creating too much aliasing. */
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vec4 color = log2(texture(colorBuffer, uv + vec2(x, y) * texel_size) + 0.5);
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color = log2(color + 0.5);
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fragColor += color * samplesWeights[i];
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}
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