Descriptors now work in metal hopefully
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@@ -30,7 +30,7 @@ groupshared bool meshVisible;
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ParameterBlock<DepthData> pDepthAttachment;
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bool isBoxVisible(AABB bounding)
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{
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int2 mipDimensions = int2(int(pViewParams.screenDimensions.x), int(pViewParams.screenDimensions.y));
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int2 mipDimensions = int2(int(pViewParams.c.screenDimensions.x), int(pViewParams.c.screenDimensions.y));
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// now we calculate what mip level we need to only sample up to 4 texels covering the entire meshlet
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int2 screenCornerMin = mipDimensions;
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int2 screenCornerMax = int2(0, 0);
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@@ -91,14 +91,14 @@ void taskMain(
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p.instanceId = pOffsets.instanceOffset + groupID;
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p.meshletOffset = mesh.meshletOffset;
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p.cullingOffset = pScene.cullingOffsets[p.instanceId];
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modelViewProjection = mul(mul(pViewParams.projectionMatrix, pViewParams.viewMatrix), instance.transformMatrix);
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modelViewProjection = mul(mul(pViewParams.c.projectionMatrix, pViewParams.c.viewMatrix), instance.transformMatrix);
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float3 origin = viewToModel(instance.inverseTransformMatrix, float4(0, 0, 0, 1)).xyz;
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const float offset = 0.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.c.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(offset, pViewParams.c.screenDimensions.y - offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.c.screenDimensions - float2(offset, offset), -1.0f, 1.0f)).xyz
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};
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viewFrustum.sides[0] = computePlane(origin, corners[2], corners[0]);
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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