Correct aspect ratio used in FSR2 calculations to remove a source of depth-based ghosting
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@@ -2354,7 +2354,7 @@ void RenderForwardClustered::_render_scene(RenderDataRD *p_render_data, const Co
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for (uint32_t v = 0; v < rb->get_view_count(); v++) {
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real_t fov = p_render_data->scene_data->cam_projection.get_fov();
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real_t aspect = p_render_data->scene_data->cam_projection.get_aspect();
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real_t fovy = p_render_data->scene_data->cam_projection.get_fovy(fov, aspect);
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real_t fovy = p_render_data->scene_data->cam_projection.get_fovy(fov, 1.0 / aspect);
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Vector2 jitter = p_render_data->scene_data->taa_jitter * Vector2(rb->get_internal_size()) * 0.5f;
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RendererRD::FSR2Effect::Parameters params;
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params.context = rb_data->get_fsr2_context();
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