View culling is stupid
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@@ -90,7 +90,7 @@ 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(pViewParams.viewProjectionMatrix, 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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@@ -103,8 +103,8 @@ void taskMain(
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viewFrustum.sides[1] = computePlane(origin, corners[1], corners[3]);
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viewFrustum.sides[2] = computePlane(origin, corners[0], corners[1]);
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viewFrustum.sides[3] = computePlane(origin, corners[3], corners[2]);
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//meshVisible = mesh.bounding.insideFrustum(viewFrustum) && isBoxVisible(mesh.bounding);
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meshVisible = true;
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meshVisible = mesh.bounding.insideFrustum(viewFrustum) && isBoxVisible(mesh.bounding);
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//meshVisible = true;
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}
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GroupMemoryBarrierWithGroupSync();
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if(!meshVisible)
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