adding aftermath debugging and fixing forward plus
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@@ -92,7 +92,7 @@ BasePass::BasePass(PRenderGraph renderGraph, const PScene scene, Gfx::PGraphics
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basePassLayout = graphics->createPipelineLayout();
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lightLayout = graphics->createDescriptorLayout("LightLayout");
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lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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lightLayout->addDescriptorBinding(1, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightLayout->addDescriptorBinding(2, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_IMAGE);
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lightLayout->create();
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@@ -133,6 +133,10 @@ void BasePass::beginFrame()
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uniformUpdate.size = sizeof(ViewParameter);
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamBuffer->updateContents(uniformUpdate);
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viewLayout->reset();
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lightLayout->reset();
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descriptorSets[INDEX_LIGHT_ENV] = lightLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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for(auto &&meshBatch : scene->getStaticMeshes())
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@@ -143,7 +147,6 @@ void BasePass::beginFrame()
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void BasePass::render()
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{
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, scene->getLightBuffer());
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oLightIndexList->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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@@ -151,6 +154,8 @@ void BasePass::render()
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oLightGrid->pipelineBarrier(
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Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(0, scene->getLightBuffer());
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descriptorSets[INDEX_LIGHT_ENV]->updateBuffer(1, oLightIndexList);
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descriptorSets[INDEX_LIGHT_ENV]->updateTexture(2, oLightGrid);
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descriptorSets[INDEX_LIGHT_ENV]->writeChanges();
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@@ -99,7 +99,6 @@ DepthPrepass::DepthPrepass(PRenderGraph renderGraph, const PScene scene, Gfx::PG
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viewParamBuffer = graphics->createUniformBuffer(uniformInitializer);
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viewLayout->create();
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depthPrepassLayout->addDescriptorLayout(INDEX_VIEW_PARAMS, viewLayout);
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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primitiveLayout = graphics->createDescriptorLayout("PrimitiveLayout");
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primitiveLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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@@ -125,6 +124,8 @@ void DepthPrepass::beginFrame()
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uniformUpdate.size = sizeof(ViewParameter);
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uniformUpdate.data = (uint8*)&viewParams;
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viewParamBuffer->updateContents(uniformUpdate);
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viewLayout->reset();
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descriptorSets[INDEX_VIEW_PARAMS] = viewLayout->allocateDescriptorSet();
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descriptorSets[INDEX_VIEW_PARAMS]->updateBuffer(0, viewParamBuffer);
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descriptorSets[INDEX_VIEW_PARAMS]->writeChanges();
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for(auto &&meshBatch : scene->getStaticMeshes())
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@@ -23,20 +23,32 @@ LightCullingPass::~LightCullingPass()
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void LightCullingPass::beginFrame()
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{
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uint32_t viewportWidth = viewport->getSizeX();
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uint32_t viewportHeight = viewport->getSizeY();
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BulkResourceData uniformUpdate;
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viewParams.viewMatrix = source->getViewMatrix();
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viewParams.projectionMatrix = source->getProjectionMatrix();
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viewParams.cameraPosition = Vector4(source->getCameraPosition(), 0);
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viewParams.inverseProjectionMatrix = glm::inverse(viewParams.projectionMatrix);
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viewParams.screenDimensions = Vector2(static_cast<float>(viewport->getSizeX()), static_cast<float>(viewport->getSizeY()));
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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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BulkResourceData counterReset;
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uint32 reset = 0;
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counterReset.data = (uint8*)&reset;
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counterReset.size = sizeof(uint32);
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oLightIndexCounter->updateContents(counterReset);
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tLightIndexCounter->updateContents(counterReset);
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cullingDescriptorLayout->reset();
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lightEnvDescriptorLayout->reset();
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cullingDescriptorSet = cullingDescriptorLayout->allocateDescriptorSet();
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lightEnvDescriptorSet = lightEnvDescriptorLayout->allocateDescriptorSet();
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cullingDescriptorSet->updateBuffer(0, viewParamsBuffer);
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cullingDescriptorSet->updateBuffer(1, dispatchParamsBuffer);
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cullingDescriptorSet->updateBuffer(3, frustumBuffer);
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@@ -61,7 +73,6 @@ void LightCullingPass::render()
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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depthAttachment->changeLayout(Gfx::SE_IMAGE_LAYOUT_GENERAL);
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depthAttachment->transferOwnership(Gfx::QueueType::COMPUTE);
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cullingDescriptorSet->updateTexture(2, depthAttachment);
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cullingDescriptorSet->writeChanges();
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lightEnvDescriptorSet->updateBuffer(0, scene->getLightBuffer());
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@@ -85,16 +96,29 @@ void LightCullingPass::endFrame()
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void LightCullingPass::publishOutputs()
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{
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setupFrustums();
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uint32_t viewportWidth = viewport->getSizeX();
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uint32_t viewportHeight = viewport->getSizeY();
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glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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dispatchParams.numThreadGroups = numThreadGroups;
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dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
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BulkResourceData resourceData;
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StructuredBufferCreateInfo createInfo;
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uint32 counterReset = 0;
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resourceData.size = sizeof(uint32);
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resourceData.data = nullptr;
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resourceData.data = (uint8*)&counterReset;
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resourceData.owner = Gfx::QueueType::COMPUTE;
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createInfo.bDynamic = false;
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createInfo.bDynamic = true;
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createInfo.resourceData = resourceData;
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oLightIndexCounter = graphics->createStructuredBuffer(createInfo);
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tLightIndexCounter = graphics->createStructuredBuffer(createInfo);
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resourceData.size = sizeof(uint32_t) * dispatchParams.numThreadGroups.x * dispatchParams.numThreadGroups.y * dispatchParams.numThreadGroups.z * 1024;
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resourceData.data = nullptr;
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resourceData.size = sizeof(uint32_t)
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* dispatchParams.numThreadGroups.x
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* dispatchParams.numThreadGroups.y
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* dispatchParams.numThreadGroups.z * 200;
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createInfo.resourceData = resourceData;
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createInfo.bDynamic = false;
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oLightIndexList = graphics->createStructuredBuffer(createInfo);
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tLightIndexList = graphics->createStructuredBuffer(createInfo);
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renderGraph->registerBufferOutput("LIGHTCULLING_OLIGHTLIST", oLightIndexList);
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@@ -102,7 +126,7 @@ void LightCullingPass::publishOutputs()
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TextureCreateInfo textureInfo;
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textureInfo.width = dispatchParams.numThreadGroups.x;
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textureInfo.height = dispatchParams.numThreadGroups.y;
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textureInfo.format = Gfx::SE_FORMAT_R16G16_UINT;
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textureInfo.format = Gfx::SE_FORMAT_R32G32_UINT;
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textureInfo.usage = Gfx::SE_IMAGE_USAGE_STORAGE_BIT;
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oLightGrid = graphics->createTexture2D(textureInfo);
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tLightGrid = graphics->createTexture2D(textureInfo);
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@@ -139,7 +163,7 @@ void LightCullingPass::createRenderPass()
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lightEnvDescriptorLayout = graphics->createDescriptorLayout("LightEnv");
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//LightEnv
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lightEnvDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_STORAGE_BUFFER);
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lightEnvDescriptorLayout->addDescriptorBinding(0, Gfx::SE_DESCRIPTOR_TYPE_UNIFORM_BUFFER);
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cullingLayout = graphics->createPipelineLayout();
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cullingLayout->addDescriptorLayout(0, cullingDescriptorLayout);
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@@ -251,5 +275,6 @@ void LightCullingPass::setupFrustums()
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command->dispatch(numThreadGroups.x, numThreadGroups.y, numThreadGroups.z);
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Array<Gfx::PComputeCommand> commands = {command};
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graphics->executeCommands(commands);
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frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT, Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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frustumBuffer->pipelineBarrier(Gfx::SE_ACCESS_SHADER_WRITE_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
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Gfx::SE_ACCESS_SHADER_READ_BIT, Gfx::SE_PIPELINE_STAGE_COMPUTE_SHADER_BIT);
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}
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@@ -17,13 +17,13 @@ public:
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virtual void publishOutputs() = 0;
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virtual void createRenderPass() = 0;
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protected:
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struct ViewParameter
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_declspec(align(16)) struct ViewParameter
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{
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Matrix4 viewMatrix;
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Matrix4 projectionMatrix;
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Matrix4 inverseProjectionMatrix;
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Vector2 screenDimensions;
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Vector4 cameraPosition;
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Vector2 screenDimensions;
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} viewParams;
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Gfx::PRenderPass renderPass;
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PRenderGraph renderGraph;
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