Fix shader warning
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@@ -154,7 +154,7 @@ float3 SampleDDGIIrradiance(DDGIData data, Texture2D<snorm float4> probesData, T
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biasedWorldPosition = worldPosition + surfaceBias;
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biasedWorldPosition = worldPosition + surfaceBias;
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// Calculate cascade blending weight (use input bias to smooth transition)
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// Calculate cascade blending weight (use input bias to smooth transition)
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float cascadeBlendSmooth = frac(max(distance(data.ViewPos, worldPosition) - probesExtent, 0) / probesSpacing) * 0.1f;
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float cascadeBlendSmooth = frac(max(distance(data.ViewPos, worldPosition) - probesExtent.x, 0) / probesSpacing) * 0.1f;
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float3 cascadeBlendPoint = worldPosition - probesOrigin - cascadeBlendSmooth * probesSpacing;
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float3 cascadeBlendPoint = worldPosition - probesOrigin - cascadeBlendSmooth * probesSpacing;
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float fadeDistance = probesSpacing * DDGI_CASCADE_BLEND_SIZE;
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float fadeDistance = probesSpacing * DDGI_CASCADE_BLEND_SIZE;
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float cascadeWeight = saturate(Min3(probesExtent - abs(cascadeBlendPoint)) / fadeDistance);
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float cascadeWeight = saturate(Min3(probesExtent - abs(cascadeBlendPoint)) / fadeDistance);
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