overhauled physics engine
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@@ -25,8 +25,8 @@ void LightCullingPass::beginFrame(const Component::Camera& cam)
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BulkResourceData uniformUpdate;
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viewParams.viewMatrix = cam.getViewMatrix();
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viewParams.projectionMatrix = viewport->getProjectionMatrix();
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viewParams.cameraPosition = Math::Vector4(cam.getCameraPosition(), 0);
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viewParams.screenDimensions = Math::Vector2(static_cast<float>(viewportWidth), static_cast<float>(viewportHeight));
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viewParams.cameraPosition = Vector4(cam.getCameraPosition(), 0);
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viewParams.screenDimensions = Vector2(static_cast<float>(viewportWidth), static_cast<float>(viewportHeight));
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uniformUpdate.size = sizeof(ViewParameter);
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamsBuffer->updateContents(uniformUpdate);
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@@ -261,9 +261,9 @@ void LightCullingPass::setupFrustums()
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glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
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viewParams = {
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.viewMatrix = Math::Matrix4(),
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.projectionMatrix = Math::Matrix4(),
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.cameraPosition = Math::Vector4(),
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.viewMatrix = Matrix4(),
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.projectionMatrix = Matrix4(),
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.cameraPosition = Vector4(),
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.screenDimensions = glm::vec2(viewportWidth, viewportHeight),
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};
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dispatchParams.numThreads = numThreads;
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