Fix GlobalSDF sampling in materials to properly read far cascades
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@@ -917,6 +917,7 @@ bool GlobalSignDistanceFieldPass::Render(RenderContext& renderContext, GPUContex
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}
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result.Constants.Resolution = (float)resolution;
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result.Constants.CascadesCount = cascadesCount;
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result.Constants.Padding = Float2::Zero;
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sdfData.Result = result;
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return false;
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}
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