More shader warnign fixes
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@@ -295,7 +295,7 @@ float3 SampleDDGIIrradianceCascade(DDGIData data, Texture2D<snorm float4> probes
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// Loop over the closest probes to accumulate their contributions
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float4 totalIrradiance = float4(0, 0, 0, 0);
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float4 totalIrradianceNonDir = float4(0, 0, 0, 0);
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float fallbacks = 0;
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uint fallbacks = 0;
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for (uint i = 0; i < 8; i++)
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{
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DDGIProbeSample probe = SampleDDGIProbe(data, probesData, probesDistance, worldPosition, worldNormal, cascade, base, i, fallbacks);
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@@ -377,7 +377,7 @@ float3 SampleDDGISpecularCascade(DDGIData data, Texture2D<snorm float4> probesDa
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// Loop over the closest probes to accumulate their contributions
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float4 totalRadiance = float4(0, 0, 0, 0);
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float fallbacks = 0;
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uint fallbacks = 0;
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for (uint i = 0; i < 8; i++)
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{
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DDGIProbeSample probe = SampleDDGIProbe(data, probesData, probesDistance, worldPosition, worldNormal, cascade, base, i, fallbacks);
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@@ -355,7 +355,7 @@ void CS_FinalIntegration(uint3 DispatchThreadId : SV_DispatchThreadID)
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float3 scatteringIntegratedOverSlice = (scatteringExtinction.rgb - scatteringExtinction.rgb * transmittance) / max(scatteringExtinction.w, 0.00001f);
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// Apply distance fade
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float distanceFade = Remap(layerIndex, GridSizeInt.z * 0.8f, GridSizeInt.z - 1, 1, 0);
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float distanceFade = Remap((float)layerIndex, GridSizeInt.z * 0.8f, (float)GridSizeInt.z - 1, 1, 0);
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scatteringIntegratedOverSlice *= distanceFade;
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// Accumulate
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