Lighting is broken again
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@@ -98,12 +98,12 @@ void cullLights(ComputeShaderInput in)
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for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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{
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PointLight light = pLightEnv.pointLights[i];
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light.updatePosition();
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float3 lightClip = light.getClipPosition();
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//TODO: why doesn't this check go through?
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if(light.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
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if(light.insideFrustum(groupFrustum, lightClip, nearClipVS, maxDepthVS))
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{
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tAppendLight(i);
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if(!light.insidePlane(minPlane))
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if(!light.insidePlane(minPlane, lightClip))
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{
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oAppendLight(i);
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}
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