Fixing depth mip generation
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@@ -89,18 +89,18 @@ void cullLights(ComputeShaderInput in)
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float maxDepthWS = clipToWorld(float4(0, 0, fMaxDepth, 1)).z;
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float nearClipWS = clipToWorld(float4(0, 0, 0, 1)).z;
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Plane minPlane = {float3(0, 0, -1), -minDepthWS};
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Plane maxPlane = {float3(0, 0, -1), -maxDepthWS};
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for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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{
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PointLight light = pLightEnv.pointLights[i];
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#ifdef LIGHT_CULLING
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if(light.insideFrustum(groupFrustum, light.getPosition(), nearClipWS, maxDepthWS))
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if(light.insideFrustum(groupFrustum, light.getPosition(), nearClipWS, minDepthWS))
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#endif
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{
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tAppendLight(i);
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#ifdef LIGHT_CULLING
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if(!light.insidePlane(minPlane, light.getPosition()))
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if(!light.insidePlane(maxPlane, light.getPosition()))
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#endif
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{
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oAppendLight(i);
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