Reduce DDGI irradiance blending artifacts due to texture format precision issues
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@@ -465,7 +465,7 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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ddgiData.Result.Constants.ViewPos = renderContext.View.Position;
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ddgiData.Result.Constants.RaysCount = probeRaysCount;
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ddgiData.Result.Constants.ProbeHistoryWeight = probeHistoryWeight;
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ddgiData.Result.Constants.IrradianceGamma = 5.0f;
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ddgiData.Result.Constants.IrradianceGamma = 1.5f;
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ddgiData.Result.Constants.IndirectLightingIntensity = indirectLightingIntensity;
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ddgiData.Result.Constants.FallbackIrradiance = fallbackIrradiance.ToFloat3() * fallbackIrradiance.A;
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ddgiData.Result.ProbesState = ddgiData.ProbesState->View();
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