Use TraceSceenSpaceReflection in SSR shader for opaque
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@@ -42,13 +42,10 @@ PACK_STRUCT(struct Data
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float TemporalScale;
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float RayTraceStep;
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float NoTemporalEffect;
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float TemporalEffect;
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float Intensity;
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float FadeOutDistance;
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Vector3 Dummy0;
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float InvFadeDistance;
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Matrix ViewMatrix;
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Matrix ViewProjectionMatrix;
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});
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@@ -248,11 +245,10 @@ void ScreenSpaceReflectionsPass::Render(RenderContext& renderContext, GPUTexture
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data.MaxColorMiplevel = settings.UseColorBufferMips ? (float)colorBufferMips - 2.0f : 0.0f;
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data.RayTraceStep = static_cast<float>(settings.DepthResolution) / (float)width;
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data.Intensity = settings.Intensity;
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data.FadeOutDistance = settings.FadeOutDistance;
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data.InvFadeDistance = 1.0f / settings.FadeDistance;
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data.FadeOutDistance = Math::Max(settings.FadeOutDistance, 100.0f);
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data.TemporalScale = settings.TemporalScale;
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data.TemporalResponse = settings.TemporalResponse;
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data.NoTemporalEffect = useTemporal ? 0.0f : 1.0f;
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data.TemporalEffect = useTemporal ? 1.0f : 0.0f;
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if (useTemporal)
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{
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const float time = Time::Draw.UnscaledTime.GetTotalSeconds();
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