Basic light culling but without the culling
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@@ -102,15 +102,16 @@ void cullLights(ComputeShaderInput in)
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Plane minPlane = {float3(0, 0, -1), -minDepthVS};
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for ( uint i = in.groupIndex; i < gLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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for ( uint i = in.groupIndex; i < numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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{
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PointLight light = gLightEnv.pointLights[i];
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//if(gLightEnv.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
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PointLight light = pointLights[i];
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//if(light.insideFrustum(groupFrustum, nearClipVS, maxDepthVS))
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{
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tAppendLight(i);
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//if(!light.insidePlane(minPlane))
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//{
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oAppendLight(i);
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//}
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{
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oAppendLight(i);
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}
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}
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}
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