Basic shadow mapping rendering
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@@ -26,7 +26,7 @@ void taskMain(
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uint cull = p.cullingOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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MeshletCullingInfo culling = pScene.cullingInfos[cull];
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if(culling.wasVisible())
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//if(culling.wasVisible())
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{
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uint index;
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InterlockedAdd(head, 1, index);
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