Fix EyeAdaptation bug to flash on play mode start in Editor when time gets reset
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@@ -42,7 +42,7 @@ void EyeAdaptationPass::Render(RenderContext& renderContext, GPUTexture* colorBu
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bool dropHistory = renderContext.Buffers->LastEyeAdaptationTime < ZeroTolerance || renderContext.Task->IsCameraCut;
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bool dropHistory = renderContext.Buffers->LastEyeAdaptationTime < ZeroTolerance || renderContext.Task->IsCameraCut;
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const float time = Time::Draw.UnscaledTime.GetTotalSeconds();
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const float time = Time::Draw.UnscaledTime.GetTotalSeconds();
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//const float frameDelta = Time::ElapsedGameTime.GetTotalSeconds();
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//const float frameDelta = Time::ElapsedGameTime.GetTotalSeconds();
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const float frameDelta = time - renderContext.Buffers->LastEyeAdaptationTime;
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const float frameDelta = Math::Clamp(time - renderContext.Buffers->LastEyeAdaptationTime, 0.0f, 1.0f);
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renderContext.Buffers->LastEyeAdaptationTime = 0.0f;
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renderContext.Buffers->LastEyeAdaptationTime = 0.0f;
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if ((view.Flags & ViewFlags::EyeAdaptation) == ViewFlags::None || settings.Mode == EyeAdaptationMode::None || checkIfSkipPass())
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if ((view.Flags & ViewFlags::EyeAdaptation) == ViewFlags::None || settings.Mode == EyeAdaptationMode::None || checkIfSkipPass())
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return;
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return;
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