Removing limit for point lights
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@@ -99,7 +99,7 @@ void cullLights(ComputeShaderInput in)
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{
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PointLight light = pLightEnv.pointLights[i];
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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, nearClipVS, maxDepthVS))
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{
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tAppendLight(i);
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if(!light.insidePlane(minPlane))
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@@ -131,6 +131,4 @@ void cullLights(ComputeShaderInput in)
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{
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pCullingParams.tLightIndexList[tLightIndexStartOffset + k] = tLightList[k];
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}
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}
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