Trying new meshlet gen approach
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@@ -19,7 +19,7 @@ struct BoundingSphere
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bool result = true;
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for(int i = 0; i < 4 && result; ++i)
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{
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if(dot(frustum.sides[i].n, transformed) - frustum.sides[i].d < scaledRange)
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if(dot(frustum.sides[i].n, transformed) - frustum.sides[i].d < -scaledRange)
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{
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result = false;
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}
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@@ -48,7 +48,7 @@ struct AABB
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for(int i = 0; i < 8; ++i)
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{
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float3 adjusted = corners[i].xyz / corners[i].w;
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if(frustum.pointInside(corners[i].xyz))
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if(frustum.pointInside(adjusted))
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{
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return true;
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}
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@@ -38,7 +38,7 @@ struct Plane
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float d;
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bool pointInside(float3 point)
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{
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return dot(n, point) - d < 0.0f;
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return dot(n, point) - d > 0.0f;
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}
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};
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@@ -49,7 +49,7 @@ struct Frustum
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{
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for(int p = 0; p < 4; ++p)
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{
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if(sides[p].pointInside(point))
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if(!sides[p].pointInside(point))
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{
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return false;
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}
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