Improve GI quality
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@@ -117,6 +117,7 @@ float4 PS_Lighting(AtlasVertexOutput input) : SV_Target
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// Sample irradiance
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float bias = 1.0f;
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float3 irradiance = SampleDDGIIrradiance(DDGI, ProbesState, ProbesDistance, ProbesIrradiance, gBuffer.WorldPos, gBuffer.Normal, bias);
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//irradiance = 0;
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// Calculate lighting
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float3 diffuseColor = GetDiffuseColor(gBuffer);
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