corrected motion blur
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@@ -46,6 +46,7 @@ void main(point GS_INPUT p[1], inout TriangleStream<VertextoPixel> triStream)
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float4 rightVector = float4(rightAxis.xyz, 1.0f);
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float4 upVector = float4(upAxis.xyz, 1.0f);
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p[0].pos = mul(p[0].pos, xView);
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p[0].vel = mul(p[0].vel, xView);
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float quadLength = p[0].inSizOpMir.x*0.5f;
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@@ -99,4 +100,4 @@ void main(point GS_INPUT p[1], inout TriangleStream<VertextoPixel> triStream)
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if(p[0].inSizOpMir.w==1) p1.tex.y=1-p1.tex.y;
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p1.pp = p1.pos;
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triStream.Append(p1);
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}
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}
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