Files
bflatastic 8efd62aeaa Viewport: no ghost edges in the subsurface blur
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.
2026-11-02 07:59:35 +07:00
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