69e85382cdb8b31df6e4f8a21bec6f090d8617af
This was caused by spatial denoising pass sampling invalid data. This patch make it so that there is one padding tile all around the denoise area. This simplifies the denoise shader too. This is a bit wasteful to dispatch tracing tiles for clearing and a better solution would be to use a separate shader and tile list only for this purpose.
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