Fix DDGI cascade placement when using large probes spacing
Revertfa38f0ac91afterb24d98df9efixed the source of the problem
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@@ -365,10 +365,10 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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// Calculate view origin for cascade by shifting it towards the view direction to account for better view frustum coverage
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Float3 viewOrigin = renderContext.View.Position;
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Float3 viewDirection = renderContext.View.Direction;
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const Float3 probesDistance = Float3(probesCounts) * cascadeProbesSpacing;
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const Float3 probesDistance = Float3(probesCounts - 1) * cascadeProbesSpacing;
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const float probesDistanceMax = probesDistance.MaxValue();
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const Float3 viewRayHit = CollisionsHelper::LineHitsBox(viewOrigin, viewOrigin + viewDirection * (probesDistanceMax * 2.0f), viewOrigin - probesDistance, viewOrigin + probesDistance);
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const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.4f;
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const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.6f;
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viewOrigin += viewDirection * viewOriginOffset;
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//viewOrigin = Float3::Zero;
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blendOrigins[cascadeIndex] = viewOrigin;
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