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Remove ABS in favor of Math::abs
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@@ -2167,7 +2167,7 @@ void RendererSceneCull::_update_instance_lightmap_captures(Instance *p_instance)
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Vector3 inner_pos = ((lm_pos - bounds.position) / bounds.size) * 2.0 - Vector3(1.0, 1.0, 1.0);
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real_t blend = MAX(ABS(inner_pos.x), MAX(ABS(inner_pos.y), ABS(inner_pos.z)));
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real_t blend = MAX(Math::abs(inner_pos.x), MAX(Math::abs(inner_pos.y), Math::abs(inner_pos.z)));
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//make blend more rounded
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blend = Math::lerp(inner_pos.length(), blend, blend);
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blend *= blend;
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@@ -3667,7 +3667,7 @@ bool RendererSceneCull::_render_reflection_probe_step(Instance *p_instance, int
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float mesh_lod_threshold = RSG::light_storage->reflection_probe_get_mesh_lod_threshold(p_instance->base) / atlas_size;
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Vector3 edge = view_normals[p_step] * probe_size / 2;
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float distance = ABS(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
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float distance = Math::abs(view_normals[p_step].dot(edge) - view_normals[p_step].dot(origin_offset)); //distance from origin offset to actual view distance limit
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max_distance = MAX(max_distance, distance);
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