Light Culling still doesn't work properly
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@@ -1,14 +1,14 @@
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const static float PI = 3.1415926535897932f;
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const static uint MAX_PARTICLES = 65536;
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const static uint BLOCK_SIZE = 8;
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const static uint BLOCK_SIZE = 32;
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struct ViewParameter
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{
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float4x4 viewMatrix;
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float4x4 projectionMatrix;
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float4x4 inverseProjection;
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float4x4 inverseProjection;
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float4 cameraPos_WS;
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float2 screenDimensions;
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float2 screenDimensions;
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}
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layout(set = INDEX_VIEW_PARAMS, binding = 0, std430)
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ConstantBuffer<ViewParameter> gViewParams;
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@@ -31,37 +31,31 @@ float4 screenToView( float4 screen )
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float2 texCoord = screen.xy / gViewParams.screenDimensions;
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// Convert to clip space
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float4 clip = float4( float2( texCoord.x, -texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
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float4 clip = float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
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return clipToView( clip );
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}
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struct Plane
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{
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float3 n;
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float d;
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float3 p0;
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float3 p1;
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float3 p2;
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float3 n;
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float d;
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};
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struct Frustum
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{
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Plane planes[4];
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Plane planes[4];
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};
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Plane computePlane(float3 p0, float3 p1, float3 p2)
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{
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Plane plane;
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Plane plane;
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float3 v0 = p2 - p0;
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float3 v2 = p1 - p0;
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float3 v0 = p1 - p0;
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float3 v2 = p2 - p0;
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plane.n = normalize(cross(v0, v2));
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plane.n = normalize(cross(v0, v2));
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plane.d = dot(plane.n, p0);
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plane.p0 = p0;
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plane.p1 = p1;
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plane.p2 = p2;
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plane.d = dot(plane.n, p0);
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return plane;
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return plane;
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}
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