Refactor DDGI probes to use variable ray count depending on the probe location relative to the view frustum
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@@ -170,7 +170,7 @@ bool GlobalIlluminationFeature::Bind(MaterialShader::BindParameters& params, Spa
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// Bind DDGI data
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data.DDGI = bindingDataDDGI.Constants;
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params.GPUContext->BindSR(srv + 0, bindingDataDDGI.ProbesState);
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params.GPUContext->BindSR(srv + 0, bindingDataDDGI.ProbesData);
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params.GPUContext->BindSR(srv + 1, bindingDataDDGI.ProbesDistance);
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params.GPUContext->BindSR(srv + 2, bindingDataDDGI.ProbesIrradiance);
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}
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