Refactor DDGI probes to use variable ray count depending on the probe location relative to the view frustum
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@@ -1056,7 +1056,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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PROFILE_GPU_CPU_NAMED("DDGI");
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data.DDGI = bindingDataDDGI.Constants;
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data.Light.Radius = giSettings.BounceIntensity / bindingDataDDGI.Constants.IndirectLightingIntensity; // Reuse for smaller CB
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context->BindSR(5, bindingDataDDGI.ProbesState);
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context->BindSR(5, bindingDataDDGI.ProbesData);
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context->BindSR(6, bindingDataDDGI.ProbesDistance);
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context->BindSR(7, bindingDataDDGI.ProbesIrradiance);
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context->UpdateCB(_cb0, &data);
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