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Postprocess bug with world coords

I just made postprocess material with mask that has world position as UV coordinates. Result is significant shaking of this mask in final image. Its seems that shader gets different world position for one textel in different time. There are also significant shaking of SceneTexture:WorldNormal and other SceneTexture parameters. Certainly BaseColor and Specular "for lighting" and "as stored in GBuffer".

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Product Version: UE 4.12
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asked Aug 25 '16 at 08:17 PM in Rendering

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DanielS
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