Implemented feature: secondary light bounce for voxel radiance
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@@ -19,11 +19,12 @@ void main( uint3 DTid : SV_DispatchThreadID )
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{
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float3 N = DecodeNormal(input_voxelscene[DTid.x].normalMask);
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float3 uvw = writecoord / g_xWorld_VoxelRadianceDataRes;
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float3 uvw = (float3)writecoord / (float3)g_xWorld_VoxelRadianceDataRes;
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float4 radiance = ConeTraceRadiance(input_emission, uvw, N);
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output[writecoord] = emission + float4(radiance.rgb, 0);
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//output[writecoord] = float4(radiance.rgb, 1);
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//output[writecoord] = float4(N, 1);
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}
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else
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@@ -1394,7 +1394,7 @@ GraphicsDevice_DX11::GraphicsDevice_DX11(wiWindowRegistration::window_type windo
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}
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UINT createDeviceFlags = 0;
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createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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//createDeviceFlags |= D3D11_CREATE_DEVICE_DEBUG;
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D3D_DRIVER_TYPE driverTypes[] =
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{
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@@ -7,7 +7,7 @@ namespace wiVersion
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// minor features, major updates
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const int minor = 11;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 6;
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const int revision = 7;
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long GetVersion()
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