Shader compile fixes
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+4
-4
@@ -91,7 +91,7 @@ float3 SampleProbeIrradiance(uint2 probeIrradianceCoords, float depth, float3 no
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{
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for (int x = -extent; x <= extent; ++x)
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{
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float3 downsampledNormal = PassSrg::m_downsampledNormal.Load(int3(probeIrradianceCoords, 0), int2(x, y)).rgb;
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float3 downsampledNormal = PassSrg::m_downsampledNormal.Load(int3(probeIrradianceCoords + int2(x, y), 0)).rgb;
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downsampledNormal = downsampledNormal * 2.0f - 1.0f;
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float normalDot = dot(downsampledNormal, normal);
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@@ -100,10 +100,10 @@ float3 SampleProbeIrradiance(uint2 probeIrradianceCoords, float depth, float3 no
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if (normalDot > NormalMatchTolerance)
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{
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// the normals are almost identical, if the depth is within the tolerance we can optimize by just taking this sample
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float downsampledDepth = PassSrg::m_downsampledDepth.Load(int3(probeIrradianceCoords, 0), int2(x, y)).r;
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float downsampledDepth = PassSrg::m_downsampledDepth.Load(int3(probeIrradianceCoords + int2(x, y), 0)).r;
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if (abs(depth - downsampledDepth) <= DepthTolerance)
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{
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float3 probeIrradiance = PassSrg::m_downsampledProbeIrradiance.Load(int3(probeIrradianceCoords,0), int2(x, y)).rgb;
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float3 probeIrradiance = PassSrg::m_downsampledProbeIrradiance.Load(int3(probeIrradianceCoords + int2(x, y),0)).rgb;
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probeIrradiance = saturate(probeIrradiance);
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return probeIrradiance;
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}
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@@ -115,7 +115,7 @@ float3 SampleProbeIrradiance(uint2 probeIrradianceCoords, float depth, float3 no
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}
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}
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float3 probeIrradiance = PassSrg::m_downsampledProbeIrradiance.Load(int3(probeIrradianceCoords, 0), closestOffset).rgb;
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float3 probeIrradiance = PassSrg::m_downsampledProbeIrradiance.Load(int3(probeIrradianceCoords + closestOffset, 0)).rgb;
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probeIrradiance = saturate(probeIrradiance);
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return probeIrradiance;
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}
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@@ -308,7 +308,7 @@ namespace AZ
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uint32_t exitCode = 0;
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bool timedOut = false;
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const AZStd::sys_time_t maxWaitTimeSeconds = 120;
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const AZStd::sys_time_t maxWaitTimeSeconds = 240;
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const AZStd::sys_time_t startTimeSeconds = AZStd::GetTimeNowSecond();
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const AZStd::sys_time_t startTime = AZStd::GetTimeNowTicks();
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