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Remove ABS in favor of Math::abs
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@@ -1214,7 +1214,7 @@ void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) {
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if (cascade.dirty_regions[j] == 0) {
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continue; // not dirty
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} else if (uint32_t(ABS(cascade.dirty_regions[j])) >= cascade_size) {
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} else if (uint32_t(Math::abs(cascade.dirty_regions[j])) >= cascade_size) {
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//moved too much, just redraw everything (make all dirty)
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cascade.dirty_regions = SDFGI::Cascade::DIRTY_ALL;
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break;
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@@ -1226,7 +1226,7 @@ void GI::SDFGI::update(RID p_env, const Vector3 &p_world_position) {
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uint32_t total_volume = cascade_size * cascade_size * cascade_size;
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uint32_t safe_volume = 1;
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for (int j = 0; j < 3; j++) {
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safe_volume *= cascade_size - ABS(cascade.dirty_regions[j]);
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safe_volume *= cascade_size - Math::abs(cascade.dirty_regions[j]);
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}
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uint32_t dirty_volume = total_volume - safe_volume;
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if (dirty_volume > (safe_volume / 2)) {
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@@ -2079,9 +2079,9 @@ void GI::SDFGI::render_region(Ref<RenderSceneBuffersRD> p_render_buffers, int p_
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Vector3i dirty = cascades[cascade].dirty_regions;
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Vector3i groups;
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groups.x = cascade_size - ABS(dirty.x);
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groups.y = cascade_size - ABS(dirty.y);
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groups.z = cascade_size - ABS(dirty.z);
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groups.x = cascade_size - Math::abs(dirty.x);
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groups.y = cascade_size - Math::abs(dirty.y);
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groups.z = cascade_size - Math::abs(dirty.z);
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RD::get_singleton()->compute_list_set_push_constant(compute_list, &push_constant, sizeof(SDFGIShader::PreprocessPushConstant));
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RD::get_singleton()->compute_list_dispatch_threads(compute_list, groups.x, groups.y, groups.z);
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