Trying new meshlet gen approach
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@@ -101,10 +101,10 @@ void cullLights(ComputeShaderInput in)
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{
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PointLight light = pLightEnv.pointLights[i];
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float3 light_VS = mul(viewMatrix, float4(light.position_WS.xyz, 1.0f)).xyz;
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//if(light.insideFrustum(groupFrustum, light_VS, nearClipVS, maxDepthVS))
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if(light.insideFrustum(groupFrustum, light_VS, nearClipVS, maxDepthVS))
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{
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tAppendLight(i);
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//if(!light.insidePlane(minPlane, light_VS))
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if(!light.insidePlane(minPlane, light_VS))
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{
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oAppendLight(i);
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}
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