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not even using this method
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@ -53,13 +53,6 @@ struct ProbeData
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float2 pad;
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};
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float defineSkylightInfluence(Surface surface, ProbeData probe, float3 wsEyeRay)
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{
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//Ultimately this should be done to prioritize lastmost, and only contribute if nothing else has doneso yet
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float contribution = 1.0;
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return contribution;
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}
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float defineSphereSpaceInfluence(Surface surface, ProbeData probe)
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{
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float3 L = probe.wsPosition.xyz - surface.P;
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