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8efd62aeaa
Skin and other scattering materials showed copies of the silhouette running parallel to it: the blur's taps sit pixels apart when the mean free path is wide on screen, and a tap that left the mesh dropped out of the sum, so the light stepped at every tap spacing from the edge. Taps are now shifted per pixel and per accumulated frame, and a tap across a depth discontinuity takes the centre's light instead of dropping out. Fixes #86.