Fixing basepass light culling data
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@@ -5,11 +5,9 @@ import MaterialParameter;
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struct LightCullingData
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{
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RWStructuredBuffer<uint> oLightIndexList;
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RWStructuredBuffer<uint> tLightIndexList;
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RWStructuredBuffer<uint> lightIndexList;
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RWTexture2D<uint2> oLightGrid;
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RWTexture2D<uint2> tLightGrid;
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RWTexture2D<uint2> lightGrid;
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};
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layout(set=5)
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ParameterBlock<LightCullingData> pLightCullingData;
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@@ -21,8 +19,8 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = pMaterial.prepare(materialParams);
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uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
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uint startOffset = pLightCullingData.oLightGrid[tileIndex].x;
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uint lightCount = pLightCullingData.oLightGrid[tileIndex].y;
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uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
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uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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@@ -30,7 +28,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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}
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for(uint i = 0; i < lightCount; ++i)
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{
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uint lightIndex = pLightCullingData.oLightIndexList[startOffset + lightCount];
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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}
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return float4(result, 1.0f);
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