diff --git a/package/Shaders/Lighting.hlsl b/package/Shaders/Lighting.hlsl index 4d20341a0..eafe8c612 100644 --- a/package/Shaders/Lighting.hlsl +++ b/package/Shaders/Lighting.hlsl @@ -1022,7 +1022,7 @@ PS_OUTPUT main(PS_INPUT input, bool frontFace float3 viewPosition = mul(CameraView[eyeIndex], float4(input.WorldPosition.xyz, 1)).xyz; float2 screenUV = ViewToUV(viewPosition, true, eyeIndex); - float screenNoise = InterleavedGradientNoise(screenUV * BufferDim * DynamicResolutionParams1.xy, FrameCount); + float screenNoise = InterleavedGradientNoise(input.Position.xy, FrameCount); # if defined(TERRAIN_BLENDING) float depthSampled = GetTerrainOffsetDepth(screenUV, eyeIndex);