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The refraction history was copied from the swapchain after ImGui had rendered into it, so every panel, bag and nameplate on screen was part of the image the water sampled and appeared smeared across the surface. The copy cannot run inside a render pass, so close the scene pass after post-processing, take the capture there, and reopen a render-pass- compatible overlay pass that loads the swapchain instead of clearing it for the UI. Compatibility means the ImGui pipelines are unaffected, and the capture already restores PRESENT_SRC, which is exactly what the overlay pass expects to load. The overlay pass is not created under MSAA, where a second pass would have to resolve again and could not preserve the resolved image; that configuration keeps the old post-UI capture.