Fix SSR mixing bug regression
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@@ -310,6 +310,8 @@ void ReflectionsPass::Render(RenderContext& renderContext, GPUTextureView* light
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context->Clear(*reflectionsBuffer, Color::Black);
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// Reflection Probes pass
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if (!useSSR && renderContext.View.Mode == ViewMode::Reflections)
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context->Clear(lightBuffer, Color::Black);
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if (renderProbes)
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{
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PROFILE_GPU_CPU("Env Probes");
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@@ -224,14 +224,14 @@ float4 PS_ResolvePass(Quad_VS2PS input) : SV_Target0
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// Calculate final result value
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result /= RESOLVE_SAMPLES;
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result.a *= Intensity;
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result.a *= Intensity;
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#if SSR_REDUCE_HIGHLIGHTS
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result.rgb /= 1 - Luminance(result.rgb);
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#endif
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// Normalize alpha
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result.rgb *= max(1, result.a);
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result.a = min(result, 1);
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result.a = min(result.a, 1);
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//return float4(abs(Luminance(result) - Luminance(saturate(result))).xxx, 1);
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//return saturate(result);
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