Somewhat working camera
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@@ -32,9 +32,9 @@ VertexStageOutput vertexMain(
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float4 clipSpacePosition;
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float3x3 tangentToLocal = cache.getTangentToLocal();
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MaterialVertexParameter vertexParams = input.getMaterialVertexParameters(cache, worldPosition, tangentToLocal);
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float4 viewSpacePosition = mul(gViewParams.viewMatrix, float4(worldPosition, 1));
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MaterialVertexParameter vertexParams = input.getMaterialVertexParameters(cache, worldPosition, viewSpacePosition.xyz, tangentToLocal);
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clipSpacePosition = mul(gViewParams.projectionMatrix, viewSpacePosition);
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output.position = clipSpacePosition;
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output.shaderAttributeInterpolation = input.getInterpolants(cache, vertexParams);
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@@ -66,12 +66,13 @@ float4 fragmentMain(
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uint startOffset = gridValue.x;
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uint lightCount = gridValue.y;
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for (int j = 0; j < lightCount; ++j)
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for (int j = 0; j < numPointLights; ++j)
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{
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uint lightIndex = lightIndexList[startOffset + j];
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PointLight pointLight = pointLights[lightIndex];
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//uint lightIndex = lightIndexList[startOffset + j];
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PointLight pointLight = pointLights[j];
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if(pointLight.colorRange.w < length(pointLight.getViewPos() - input.viewPosition)) continue;
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result += pointLight.illuminate(materialParams, brdf, viewDir);
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}
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return float4(result, 0.1f);
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return float4(result, 1.0f);
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}
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