Fix SSR shader on D3D10
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@@ -134,7 +134,7 @@ float4 PS_RayTracePass(Quad_VS2PS input) : SV_Target0
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float3 reflectWS = ScreenSpaceReflectionDirection(input.TexCoord, gBuffer, gBufferData.ViewPos, TemporalEffect, TemporalTime, BRDFBias);
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// Fallback to Global SDF and Global Surface Atlas tracing
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#if USE_GLOBAL_SURFACE_ATLAS
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#if USE_GLOBAL_SURFACE_ATLAS && CAN_USE_GLOBAL_SURFACE_ATLAS
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GlobalSDFTrace sdfTrace;
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float maxDistance = 100000;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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