Add improved Global Surface Atlas lighting at far cascades and cascade borders
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@@ -28,8 +28,7 @@ DDGIData DDGI;
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GlobalSDFData GlobalSDF;
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GlobalSurfaceAtlasData GlobalSurfaceAtlas;
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GBufferData GBuffer;
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float Padding0;
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float ProbesDistanceLimit;
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float2 Padding0;
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float ResetBlend;
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float TemporalTime;
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int4 ProbeScrollClears[4];
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@@ -101,6 +100,7 @@ void CS_Classify(uint3 DispatchThreadId : SV_DispatchThreadID)
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float prevProbesSpacing = DDGI.ProbesOriginAndSpacing[prevCascade].w;
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float3 prevProbesOrigin = DDGI.ProbesScrollOffsets[prevCascade].xyz * prevProbesSpacing + DDGI.ProbesOriginAndSpacing[prevCascade].xyz;
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float3 prevProbesExtent = (DDGI.ProbesCounts - 1) * (prevProbesSpacing * 0.5f);
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prevProbesExtent -= probesSpacing; // Apply safe margin to allow probes on cascade edges
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float prevCascadeWeight = Min3(prevProbesExtent - abs(probeBasePosition - prevProbesOrigin));
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if (prevCascadeWeight > 0.1f)
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{
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