Correct aspect ratio used in FSR2 calculations to remove a source of depth-based ghosting

This commit is contained in:
clayjohn
2025-01-06 14:00:58 -08:00
parent bdf625bd54
commit 25a9b04ecc

View File

@@ -2354,7 +2354,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
for (uint32_t v = 0; v < rb->get_view_count(); v++) {
real_t fov = p_render_data->scene_data->cam_projection.get_fov();
real_t aspect = p_render_data->scene_data->cam_projection.get_aspect();
real_t fovy = p_render_data->scene_data->cam_projection.get_fovy(fov, aspect);
real_t fovy = p_render_data->scene_data->cam_projection.get_fovy(fov, 1.0 / aspect);
Vector2 jitter = p_render_data->scene_data->taa_jitter * Vector2(rb->get_internal_size()) * 0.5f;
RendererRD::FSR2Effect::Parameters params;
params.context = rb_data->get_fsr2_context();