Refactor scene rendering to use batched culling for main view and shadow projections
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@@ -54,7 +54,7 @@ PACK_STRUCT(struct Data
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GlobalSurfaceAtlasPass::ConstantsData GlobalSurfaceAtlas;
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});
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bool ScreenSpaceReflectionsPass::NeedMotionVectors(RenderContext& renderContext)
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bool ScreenSpaceReflectionsPass::NeedMotionVectors(const RenderContext& renderContext)
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{
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auto& settings = renderContext.List->Settings.ScreenSpaceReflections;
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return settings.TemporalEffect && renderContext.View.Flags & ViewFlags::SSR;
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