View Frustum culling for mesh shading
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@@ -35,15 +35,13 @@ struct Frustum
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Plane basePlane;
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bool pointInside(float3 point)
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{
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float result = dot(basePlane.n, point) + basePlane.d;
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if (0.0f > result)
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if (dot(basePlane.n, point) + basePlane.d < 0.0f)
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{
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return false;
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}
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for(int p = 0; p < 4; ++p)
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{
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result = dot(sides[p].n, point) + sides[p].d;
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if(0.0f > result)
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if(dot(sides[p].n, point) + sides[p].d < 0.0f)
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{
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return false;
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}
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