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Fix redundant memory barrier in TAA (#884)
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MiniEngine/Core/Shaders/TemporalBlendCS.hlsl

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@@ -194,8 +194,6 @@ void main(uint3 DTid : SV_DispatchThreadID, uint GI : SV_GroupIndex, uint3 GTid
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uint Idx0 = GTid.x * 2 + GTid.y * kLdsPitch + kLdsPitch + 1;
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uint Idx1 = Idx0 + 1;
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GroupMemoryBarrierWithGroupSync();
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float3 BoxMin, BoxMax;
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GetBBoxForPair(Idx0, Idx1, BoxMin, BoxMax);
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