paint: taa cleanup
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@@ -916,7 +916,6 @@ void ui_base_update_ui() {
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g_context->brush_time = 0;
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g_context->prev_paint_vec_x = -1;
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g_context->prev_paint_vec_y = -1;
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// g_context->ddirty = 3; // Keep accumulated samples for D3D12
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g_context->brush_blend_dirty = true; // Update brush mask
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g_context->layer_preview_dirty = true; // Update layer preview
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@@ -74,6 +74,9 @@ void render_path_base_begin() {
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scene_camera->frame = skip_taa ? 0 : render_path_base_taa_frame;
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camera_object_proj_jitter(scene_camera);
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if (skip_taa) {
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scene_camera->p = scene_camera->no_jitter_p;
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}
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camera_object_build_mat(scene_camera);
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}
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@@ -109,15 +109,7 @@ f32 uniforms_ext_f32_link(object_t *object, material_data_t *mat, char *link) {
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return g_context->picked_color->height;
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}
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else if (string_equals(link, "_taa_blend")) {
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if (render_path_base_taa_frame == 0) {
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return 0.0;
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}
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if (g_context->ddirty > 1 || g_context->pdirty > 0) {
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camera_object_taa_frames = 2;
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return 0.5;
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}
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camera_object_taa_frames = 6;
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return 0.833;
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return render_path_base_taa_frame == 0 ? 0.0 : 0.5;
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}
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if (parser_material_script_links != NULL) {
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string_array_t *keys = map_keys(parser_material_script_links);
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