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@niklassanden
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When computing the linearZ slope in GBufferRT, a typo made ddxPosW be used twice, causing it to only consider the y-derivative. ddxPosW corresponded to the y-derivative because computeDdxPosW and computeDdyPosW used the wrong camera basis vectors.

Before and after:
zSlope

@tomas-davidovic tomas-davidovic merged commit eb540f6 into NVIDIAGameWorks:master Jan 7, 2025
@tomas-davidovic
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This has now been merged, thank you!

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