voxel gi fix
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@@ -48,9 +48,7 @@ void main(PSInput input)
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emissiveColor *= emissiveMap;
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}
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// fake normals are good enough because it's only coarse diffuse light, no need to normalize:
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// (just uncomment if there are any noticable artifacts)
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//N = normalize(N);
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N = normalize(N);
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Lighting lighting = CreateLighting(0, 0, 0, 0);
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@@ -136,9 +136,9 @@ struct VoxelizedSceneData
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float voxelsize = 1;
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XMFLOAT3 center = XMFLOAT3(0, 0, 0);
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XMFLOAT3 extents = XMFLOAT3(0, 0, 0);
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uint32_t numCones = 8;
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float rayStepSize = 0.5f;
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bool secondaryBounceEnabled = true;
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uint32_t numCones = 4;
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float rayStepSize = 0.75f;
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bool secondaryBounceEnabled = false;
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bool reflectionsEnabled = true;
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bool centerChangedThisFrame = true;
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uint32_t mips = 7;
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@@ -6685,6 +6685,7 @@ void VoxelRadiance(CommandList cmd)
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GPUResource* UAVs[] = { &resourceBuffers[RBTYPE_VOXELSCENE] };
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device->BindUAVs(PS, UAVs, 0, 1, cmd);
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BindCommonResources(cmd);
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BindShadowmaps(PS, cmd);
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BindConstantBuffers(VS, cmd);
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BindConstantBuffers(PS, cmd);
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@@ -9,7 +9,7 @@ namespace wiVersion
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// minor features, major updates
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const int minor = 36;
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// minor bug fixes, alterations, refactors, updates
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const int revision = 15;
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const int revision = 16;
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long GetVersion()
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