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Jitter is applied the wrong way to the projection matrix, with 2 noticeable impacts :
This PR applies the jitter correction in clip space (left side matrix product) instead of adding the offset to the matrix' 4th column (which is not even a linear transformation, but vaguely resembles a translation in view space with scaling screwed up). This new implementation is aligned with the way jitter is applied for TAA in scene rendering and sky.
The new jitter magnitude is tuned to roughly match the former behavior with the default znear (0.05).
Test project : occlusion_jitter.zip
Captures below are from the Editor, in Display debug mode Occlusion Culling Buffer :