Add BounceIntensity to Global Illumination settings
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@@ -1000,12 +1000,12 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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// Draw draw indirect light from Global Illumination
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if (renderContext.View.Flags & ViewFlags::GI)
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{
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switch (renderContext.List->Settings.GlobalIllumination.Mode)
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switch (giSettings.Mode)
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{
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case GlobalIlluminationMode::DDGI:
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{
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DynamicDiffuseGlobalIlluminationPass::BindingData bindingDataDDGI;
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if (!DynamicDiffuseGlobalIlluminationPass::Instance()->Get(renderContext.Buffers, bindingDataDDGI))
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if (giSettings.BounceIntensity > ZeroTolerance && !DynamicDiffuseGlobalIlluminationPass::Instance()->Get(renderContext.Buffers, bindingDataDDGI))
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{
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_vertexBuffer->Clear();
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for (const auto& e : surfaceAtlasData.Objects)
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@@ -1025,6 +1025,7 @@ bool GlobalSurfaceAtlasPass::Render(RenderContext& renderContext, GPUContext* co
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break;
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PROFILE_GPU_CPU("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(6, bindingDataDDGI.ProbesDistance);
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context->BindSR(7, bindingDataDDGI.ProbesIrradiance);
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