gsr2 fs depthclip 计算错误
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@ -109,7 +109,7 @@ Shader "MRP/SR/GSR2"
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float diagonal_length = length(_renderSizeParam.xy);
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float diagonal_length = length(_renderSizeParam.xy);
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float Ksep_Kfov_diagonal = Ksep * Kfov * diagonal_length;
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float Ksep_Kfov_diagonal = Ksep * Kfov * diagonal_length;
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float Depthsep = Ksep_Kfov_diagonal * (1.0 - maxC);
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float Depthsep = Ksep_Kfov_diagonal * maxC;
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float EPSILON = 1.19e-07f;
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float EPSILON = 1.19e-07f;
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Wdepth += clamp((Depthsep / (abs(maxC - btmLeft4) + EPSILON)), 0.0, 1.0);
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Wdepth += clamp((Depthsep / (abs(maxC - btmLeft4) + EPSILON)), 0.0, 1.0);
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Wdepth += clamp((Depthsep / (abs(maxC - btmRight4) + EPSILON)), 0.0, 1.0);
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Wdepth += clamp((Depthsep / (abs(maxC - btmRight4) + EPSILON)), 0.0, 1.0);
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