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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