Finished writeup and fixed crashes
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@@ -105,7 +105,8 @@ void cullLights(ComputeShaderInput in)
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for ( uint i = in.groupIndex; i < numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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{
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PointLight light = pointLights[i];
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if(light.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
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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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{
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tAppendLight(i);
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if(!light.insidePlane(minPlane))
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