Various fixes and improvements for large worlds rendering
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@@ -238,9 +238,9 @@ float4 PS_Debug(Quad_VS2PS input) : SV_Target
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float zSlice = 0.6f;
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float mip = 0;
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uint cascade = 0;
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float distance01 = GlobalSDFTex[cascade].SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x;
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//float distance01 = GlobalSDFTex[cascade].SampleLevel(SamplerLinearClamp, float3((input.TexCoord.x + cascade) / (float)GlobalSDF.CascadesCount, input.TexCoord.y, zSlice), mip).x;
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//float distance01 = GlobalSDFMip[cascade].SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x;
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float distance01 = GlobalSDFTex.SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x;
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//float distance01 = GlobalSDFTex.SampleLevel(SamplerLinearClamp, float3((input.TexCoord.x + cascade) / (float)GlobalSDF.CascadesCount, input.TexCoord.y, zSlice), mip).x;
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//float distance01 = GlobalSDFMip.SampleLevel(SamplerLinearClamp, float3(input.TexCoord, zSlice), mip).x;
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float distance = distance01 * GlobalSDF.CascadePosDistance[cascade].w;
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if (abs(distance) < 1)
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return float4(1, 0, 0, 1);
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