Adding basic CBT Terrain implementation
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@@ -31,13 +31,6 @@ class LightCullingPass : public RenderPass {
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glm::uvec3 numThreads;
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uint32_t pad1;
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} dispatchParams;
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struct Plane {
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Vector n;
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float d;
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};
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struct Frustum {
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Plane planes[4];
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};
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Gfx::OShaderBuffer frustumBuffer;
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Gfx::OUniformBuffer dispatchParamsBuffer;
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