View Frustum culling for mesh shading
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@@ -18,8 +18,8 @@ ParameterBlock<LightCullingData> pLightCullingData;
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float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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LightingParameter lightingParams = params.getLightingParameter();
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let brdf = pMaterial.prepare(params.getMaterialParameter());
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MaterialParameter materialParams = params.getMaterialParameter();
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let brdf = pMaterial.prepare(materialParams);
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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@@ -29,5 +29,5 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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return float4(result, 1.0f);
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return float4(materialParams.vertexColor, 1.0f);
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}
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