Fix sampling Global SDF if unsupported (return large distance)
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@@ -57,6 +57,8 @@ struct GlobalSDFHit
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float SampleGlobalSDF(const GlobalSDFData data, Texture3D<float> tex[4], float3 worldPosition, uint minCascade = 0)
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float SampleGlobalSDF(const GlobalSDFData data, Texture3D<float> tex[4], float3 worldPosition, uint minCascade = 0)
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{
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{
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float distance = data.CascadePosDistance[3].w * 2.0f;
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float distance = data.CascadePosDistance[3].w * 2.0f;
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if (distance <= 0.0f)
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return 60000;
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UNROLL
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UNROLL
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for (uint cascade = minCascade; cascade < 4; cascade++)
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for (uint cascade = minCascade; cascade < 4; cascade++)
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{
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{
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