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Make FAR_PLANE_Z static so initializer works in DeepGBufferRadiosity_blur.ps.hlsl
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@ -107,7 +107,7 @@ float3 sampleNormal( Texture2D<float3> normalBuffer, int2 ssC, int mipLevel )
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/** Used for preventing AO computation on the sky (at infinite depth) and defining the CS Z to bilateral depth key scaling.
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This need not match the real far plane but should not be much more than it.*/
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const float FAR_PLANE_Z = -16000.0;
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static const float FAR_PLANE_Z = -16000.0;
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float CSZToKey( float z )
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{
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