Add direct lighting rendering into Global Surface Atlas
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@@ -6,6 +6,7 @@
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// This must match C++
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#define GLOBAL_SURFACE_ATLAS_OBJECT_SIZE (5 + 6 * 5) // Amount of float4s per-object
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#define GLOBAL_SURFACE_ATLAS_TILE_NORMAL_THRESHOLD 0.1f // Cut-off value for tiles transitions blending during sampling
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#define GLOBAL_SURFACE_ATLAS_TILE_PROJ_PLANE_OFFSET 0.1f // Small offset to prevent clipping with the closest triangles (shifts near and far planes)
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struct GlobalSurfaceTile
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{
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