Fix DDGI flickering on floors aligned to axis on value 0 (eg. floor)
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@@ -11,6 +11,7 @@
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#include "Engine/Core/Math/Quaternion.h"
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#include "Engine/Core/Config/GraphicsSettings.h"
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#include "Engine/Engine/Engine.h"
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#include "Engine/Engine/Units.h"
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#include "Engine/Content/Content.h"
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#include "Engine/Debug/DebugDraw.h"
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#include "Engine/Graphics/GPUContext.h"
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@@ -371,6 +372,7 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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const float viewOriginSnapping = cascadeProbesSpacing;
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viewOrigin = Float3::Floor(viewOrigin / viewOriginSnapping) * viewOriginSnapping;
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//viewOrigin = Float3::Zero;
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viewOrigin -= UNITS_TO_METERS(0.5f); // Bias to avoid precision issues (eg. if floor mesh is exactly at Y=0)
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viewOrigins[cascadeIndex] = viewOrigin;
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}
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