Fixing boundary search
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@@ -15,9 +15,6 @@
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#include <Atom/Features/PBR/Lights/LightTypesCommon.azsli>
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#include <Atom/Features/Shadow/ProjectedShadow.azsli>
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// The order should match m_pointShadowTransforms in PointLightFeatureProcessor.h/.cpp
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static const float3 PointLightShadowCubemapDirections[6] = {float3(-1,0,0), float3(1,0,0), float3(0,-1,0), float3(0,1,0), float3(0,0,-1), float3(0,0,1)};
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int GetPointLightShadowCubemapFace(const float3 targetPos, const float3 lightPos)
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{
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const float3 toPoint = targetPos - lightPos;
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@@ -83,12 +80,13 @@ void ApplyPointLight(ViewSrg::PointLight light, Surface surface, inout LightingD
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{
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const int shadowCubemapFace = GetPointLightShadowCubemapFace(surface.position, light.m_position);
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const int shadowIndex = UnpackPointLightShadowIndex(light, shadowCubemapFace);
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const float3 lightDir = normalize(light.m_position - surface.position);
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litRatio *= ProjectedShadow::GetVisibility(
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shadowIndex,
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light.m_position,
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surface.position,
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PointLightShadowCubemapDirections[shadowCubemapFace],
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lightDir,
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surface.normal);
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// Use backShadowRatio to carry thickness from shadow map for thick mode
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