Fix DDGI cascade movement to be less vertical along the view
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@@ -373,8 +373,8 @@ bool DynamicDiffuseGlobalIlluminationPass::RenderInner(RenderContext& renderCont
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const Float3 probesDistance = Float3(probesCounts - 1) * cascadeProbesSpacing;
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const float probesDistanceMax = probesDistance.MaxValue();
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const Float3 viewRayHit = CollisionsHelper::LineHitsBox(viewOrigin, viewOrigin + viewDirection * (probesDistanceMax * 2.0f), viewOrigin - probesDistance, viewOrigin + probesDistance);
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const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.6f;
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viewOrigin += viewDirection * viewOriginOffset;
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const float viewOriginOffset = viewRayHit.Y * probesDistanceMax * 0.6f; // Limit max movement
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viewOrigin += viewDirection * viewOriginOffset * Float3(1, 0.5f, 1); // Reduce vertical movement
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//viewOrigin = Float3::Zero;
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blendOrigins[cascadeIndex] = viewOrigin;
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const float viewOriginSnapping = cascadeProbesSpacing;
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