Fix rendering volumetric fog influence from local lights with shadows
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@@ -298,6 +298,8 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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context->SetViewportAndScissors(_cache.Data.GridSize.X, _cache.Data.GridSize.Y);
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// Setup data
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perLight.SliceToDepth.X = _cache.Data.GridSize.Z;
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perLight.SliceToDepth.Y = _cache.Data.VolumetricFogMaxDistance;
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perLight.MinZ = volumeZBoundsMin;
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perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity;
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perLight.ViewSpaceBoundingSphere = Vector4(viewSpaceLightBoundsOrigin, bounds.Radius);
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@@ -355,6 +357,8 @@ void VolumetricFogPass::RenderRadialLight(RenderContext& renderContext, GPUConte
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bool withShadow = false;
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// Setup data
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perLight.SliceToDepth.X = cache.Data.GridSize.Z;
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perLight.SliceToDepth.Y = cache.Data.VolumetricFogMaxDistance;
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perLight.MinZ = volumeZBoundsMin;
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perLight.LocalLightScatteringIntensity = light.VolumetricScatteringIntensity;
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perLight.ViewSpaceBoundingSphere = Vector4(viewSpaceLightBoundsOrigin, bounds.Radius);
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