Add support for cascades to DDGI
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@@ -138,7 +138,7 @@ float4 PS_ResolvePass(Quad_VS2PS input) : SV_Target0
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float3 viewVector = normalize(gBufferData.ViewPos - gBuffer.WorldPos);
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// Randomize it a little
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float2 random = RandN2(uv, TemporalTime);
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float2 random = RandN2(uv + TemporalTime);
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float2 blueNoise = random.xy * 2.0 - 1.0;
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float2x2 offsetRotationMatrix = float2x2(blueNoise.x, blueNoise.y, -blueNoise.y, blueNoise.x);
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