Resolve problems in code review
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@@ -14,6 +14,7 @@ struct GBufferSample
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float Metalness;
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float3 Color;
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float Specular;
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// View space position of pixel, DIFFERENT FROM GBufferData.ViewPos
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float3 ViewPos;
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float AO;
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int ShadingModel;
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@@ -140,7 +140,7 @@ 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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GlobalSDFTrace sdfTrace;
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float maxDistance = 100000;
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float maxDistance = GLOBAL_SDF_WORLD_SIZE;
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float selfOcclusionBias = GlobalSDF.CascadeVoxelSize[0];
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sdfTrace.Init(gBuffer.WorldPos + gBuffer.Normal * selfOcclusionBias, reflectWS, 0.0f, maxDistance);
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GlobalSDFHit sdfHit = RayTraceGlobalSDF(GlobalSDF, GlobalSDFTex, GlobalSDFMip, sdfTrace);
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