Adding view culling to non-depth culling variant
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@@ -62,5 +62,4 @@ void initialReduce(
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int2 texCoord = groupOffset + threadID.xy;
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float fDepth = pDepthAttachment.texture.Load(int3(texCoord, 0)).r;
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pDepthAttachment.buffer[texCoord.x + (texCoord.y * width)] = fDepth;
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}
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