ddgi fp16 black sky fix dx12
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@@ -391,7 +391,7 @@ inline void TiledLighting(inout Surface surface, inout Lighting lighting, uint f
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SurfaceToLight surface_to_light;
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surface_to_light.create(surface, surface.dominant_lightdir);
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lighting.indirect.specular += max(0, BRDF_GetSpecular(surface, surface_to_light) * surface.dominant_lightcolor);
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lighting.indirect.specular += max(0, BRDF_GetSpecular(surface, surface_to_light) * (float3)surface.dominant_lightcolor); // casting dominant_lightcolor to float3 fixes DDGI color overblown in DX12 when sky is black, I don't know why!
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}
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[branch]
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