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Description
Problem
TAA is currently in pass-through mode and only samples the current HDR buffer. That keeps the world visible, but temporal anti-aliasing is effectively disabled.
Why
We temporarily bypassed TAA while debugging the render pipeline and left a TODO in assets/shaders/vulkan/taa.frag.
Follow-up
- Revalidate the TAA output path against the post-process chain
- Restore temporal accumulation in
assets/shaders/vulkan/taa.frag - Confirm history textures and present/layout transitions remain correct across resize and Wayland fullscreen changes
- Remove the passthrough TODO once restored
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bugSomething isn't workingSomething isn't working