Trying to fix mesh culling
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@@ -26,7 +26,7 @@ void taskMain(
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{
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head = 0;
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float3 origin = float3(0, 0, 0);
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const float offset = 0.0f;
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const float offset = 600.0f;
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float3 corners[4] = {
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screenToModel(instance.inverseTransformMatrix, float4(offset, offset, -1.0f, 1.0f)).xyz,
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screenToModel(instance.inverseTransformMatrix, float4(pViewParams.screenDimensions.x - offset, offset, -1.0f, 1.0f)).xyz,
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@@ -46,7 +46,7 @@ void taskMain(
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{
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uint m = mesh.meshletOffset + i;
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MeshletDescription meshlet = pScene.meshletInfos[m];
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//if(meshlet.bounding.insideFrustum(viewFrustum))
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if(meshlet.bounding.insideFrustum(viewFrustum))
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{
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uint index;
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InterlockedAdd(head, 1, index);
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@@ -54,7 +54,7 @@ struct BlinnPhong : IBRDF
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float specular = saturate(dot(normal_TS, h));
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return baseColor;//((baseColor * diffuse) + (specularColor * specular)) * lightColor;
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return (baseColor * diffuse * lightColor) + (specularColor * specular) * lightColor;
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}
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float3 evaluateAmbient()
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@@ -169,7 +169,7 @@ struct CookTorrance : IBRDF
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float nDotL = max(dot(n, lightDir_TS), 0.0);
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float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
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return baseColor;//result * ambientOcclusion;
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return result * ambientOcclusion;
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}
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float3 evaluateAmbient()
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{
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@@ -2,7 +2,7 @@ import Bounding;
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struct MeshletDescription
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{
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AABB bounding;
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BoundingSphere bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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@@ -13,7 +13,7 @@ struct MeshletDescription
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struct MeshData
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{
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AABB bounding;
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BoundingSphere bounding;
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uint32_t numMeshlets;
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uint32_t meshletOffset;
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uint32_t firstIndex;
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