Reformat shaders source code
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@@ -158,7 +158,7 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesState,
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}
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if (cascadeIndex == data.CascadesCount)
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return data.FallbackIrradiance;
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float probesSpacing = data.ProbesOriginAndSpacing[cascadeIndex].w;
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float3 probesOrigin = data.ProbesScrollOffsets[cascadeIndex].xyz * probesSpacing + data.ProbesOriginAndSpacing[cascadeIndex].xyz;
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float3 probesExtent = (data.ProbesCounts - 1) * (probesSpacing * 0.5f);
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@@ -196,7 +196,7 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesState,
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// Smooth backface test
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float weight = Square(dot(worldPosToProbe, worldNormal) * 0.5f + 0.5f);
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// Sample distance texture
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float2 octahedralCoords = GetOctahedralCoords(-biasedPosToProbe);
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float2 uv = GetDDGIProbeUV(data, cascadeIndex, probeIndex, octahedralCoords, DDGI_PROBE_RESOLUTION_DISTANCE);
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