adding aftermath debugging and fixing forward plus
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@@ -102,16 +102,11 @@ void cullLights(ComputeShaderInput in)
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Plane minPlane = {float3(0, 0, -1), -minDepthVS};
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for ( uint i = in.groupIndex; i < gLightEnv[0].numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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for ( uint i = in.groupIndex; i < gLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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{
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PointLight light = gLightEnv[0].pointLights[i];
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PointLight light = gLightEnv.pointLights[i];
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//if(gLightEnv.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
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{
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//InterlockedAdd(tLightCount, 1, index);
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//if(index < 1024)
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//{
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// tLightList[index] = i;
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//}
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//if(!light.insidePlane(minPlane))
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//{
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oAppendLight(i);
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@@ -131,15 +126,11 @@ void cullLights(ComputeShaderInput in)
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}
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GroupMemoryBarrierWithGroupSync();
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if(in.groupIndex == 0)
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{
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for (uint j = 0; j < (uint)oLightCount; j += 1/*BLOCK_SIZE * BLOCK_SIZE*/)
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{
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oLightIndexList[oLightIndexStartOffset + j] = oLightList[j];
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}
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}
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for (uint j = in.groupIndex; j < (uint)oLightCount; j += BLOCK_SIZE * BLOCK_SIZE)
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{
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oLightIndexList[oLightIndexStartOffset + j] = oLightList[j];
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}
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// For transparent geometry.
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for ( uint k = in.groupIndex; k < (uint)tLightCount; k += BLOCK_SIZE * BLOCK_SIZE )
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{
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