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Initial TAA implementation
Initial TAA support based on the implementation in Spartan Engine. Motion vectors are correctly generated for camera and mesh movement, but there is no support for other things like particles or skeleton deformations.
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@@ -710,6 +710,11 @@ void CameraMatrix::scale_translate_to_fit(const AABB &p_aabb) {
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matrix[3][3] = 1;
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}
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void CameraMatrix::add_jitter_offset(const Vector2 &p_offset) {
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matrix[3][0] += p_offset.x;
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matrix[3][1] += p_offset.y;
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}
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CameraMatrix::operator Transform3D() const {
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Transform3D tr;
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const real_t *m = &matrix[0][0];
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