Somewhat working camera
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@@ -28,10 +28,10 @@ void computeFrustums(ComputeShaderInput in)
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float4 screenSpace[4];
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screenSpace[0] = float4(in.dispatchThreadID.xy * BLOCK_SIZE, 1.0f, 1.0f);
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screenSpace[1] = float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y) * BLOCK_SIZE, 1.0f, 1.0f);
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screenSpace[2] = float4(float2(in.dispatchThreadID.x, in.dispatchThreadID.y + 1) * BLOCK_SIZE, 1.0f, 1.0f);
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screenSpace[3] = float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 1) * BLOCK_SIZE, 1.0f, 1.0f);
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screenSpace[0] = float4(in.dispatchThreadID.xy * BLOCK_SIZE, -1.0f, 1.0f);
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screenSpace[1] = float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y) * BLOCK_SIZE, -1.0f, 1.0f);
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screenSpace[2] = float4(float2(in.dispatchThreadID.x, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f, 1.0f);
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screenSpace[3] = float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 1) * BLOCK_SIZE, -1.0f, 1.0f);
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//Convert to viewSpace
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float3 viewSpace[4];
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@@ -44,10 +44,10 @@ void computeFrustums(ComputeShaderInput in)
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//Compute frustum
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Frustum frustum;
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frustum.planes[0] = computePlane(eyePos, viewSpace[0], viewSpace[2]);
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frustum.planes[1] = computePlane(eyePos, viewSpace[3], viewSpace[1]);
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frustum.planes[2] = computePlane(eyePos, viewSpace[1], viewSpace[0]);
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frustum.planes[3] = computePlane(eyePos, viewSpace[2], viewSpace[3]);
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frustum.planes[0] = computePlane(eyePos, viewSpace[2], viewSpace[0]);
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frustum.planes[1] = computePlane(eyePos, viewSpace[1], viewSpace[3]);
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frustum.planes[2] = computePlane(eyePos, viewSpace[0], viewSpace[1]);
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frustum.planes[3] = computePlane(eyePos, viewSpace[3], viewSpace[2]);
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if(in.dispatchThreadID.x < numThreads.x && in.dispatchThreadID.y < numThreads.y)
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{
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