Basic light culling but without the culling
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@@ -8,9 +8,9 @@ import MATERIAL_IMPORT;
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import PrimitiveSceneData;
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import MaterialParameter;
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layout(set = INDEX_LIGHT_ENV, binding = 1)
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layout(set = INDEX_LIGHT_ENV, binding = 4)
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StructuredBuffer<uint> lightIndexList;
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layout(set = INDEX_LIGHT_ENV, binding = 2)
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layout(set = INDEX_LIGHT_ENV, binding = 5)
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RWTexture2D<uint2> lightGrid;
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@@ -56,9 +56,9 @@ float4 fragmentMain(
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float3 result = float3(0, 0, 0);
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for (int i = 0; i < gLightEnv.numDirectionalLights; i++)
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for (int i = 0; i < numDirectionalLights; i++)
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{
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result += gLightEnv.directionalLights[i].illuminate(materialParams, brdf, viewDir);
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result += directionalLights[i].illuminate(materialParams, brdf, viewDir);
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}
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uint2 tileIndex = uint2(floor(position.xy / BLOCK_SIZE));
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@@ -69,7 +69,7 @@ float4 fragmentMain(
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for (int j = 0; j < lightCount; ++j)
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{
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uint lightIndex = lightIndexList[startOffset + j];
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PointLight pointLight = gLightEnv.pointLights[lightIndex];
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PointLight pointLight = pointLights[lightIndex];
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result += pointLight.illuminate(materialParams, brdf, viewDir);
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}
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return float4(result, 1);
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