Various DDGI improvements
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@@ -389,9 +389,9 @@ bool DynamicDiffuseGlobalIlluminationPass::Render(RenderContext& renderContext,
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}
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// Calculate which cascades should be updated this frame
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//const uint64 cascadeFrequencies[] = { 1, 2, 3, 5 };
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const uint64 cascadeFrequencies[] = { 1, 2, 3, 5 };
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// TODO: prevent updating 2 cascades at once on Low quality
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const uint64 cascadeFrequencies[] = { 1, 1, 1, 1 };
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//const uint64 cascadeFrequencies[] = { 1, 1, 1, 1 };
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bool cascadeSkipUpdate[4];
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for (int32 cascadeIndex = 0; cascadeIndex < cascadesCount; cascadeIndex++)
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{
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