Something about shadowpass
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@@ -27,7 +27,7 @@ ParameterBlock<LightCullingData> pLightCullingData;
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static const float4x4 biasMat = float4x4(
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static const float4x4 biasMat = float4x4(
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0.5, 0.0, 0.0, 0.5,
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0.5, 0.0, 0.0, 0.5,
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0.0, 0.5, 0.0, 0.5,
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0.0, -0.5, 0.0, 0.5,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 1.0, 0.0,
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0.0, 0.0, 0.0, 1.0);
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0.0, 0.0, 0.0, 1.0);
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@@ -47,13 +47,13 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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uint cascadeIndex = 0;
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uint cascadeIndex = 0;
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for (uint c = 0; c < NUM_CASCADES - 1; ++c) {
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for (uint c = 0; c < NUM_CASCADES - 1; ++c) {
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if (params.position_VS.z > pShadowMapping.cascadeSplits[c]) {
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if (params.position_VS.z > pShadowMapping.cascadeSplits[c]) {
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//cascadeIndex = c + 1;
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cascadeIndex = c + 1;
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}
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}
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}
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}
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float4 lightSpacePos = mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1));
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float4 lightSpacePos = mul(pShadowMapping.lightSpaceMatrices[cascadeIndex][i], float4(params.position_WS, 1));
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lightSpacePos = mul(biasMat, lightSpacePos);
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lightSpacePos = mul(biasMat, lightSpacePos);
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float4 shadowCoord = clipToScreen(lightSpacePos);
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float4 shadowCoord = lightSpacePos;
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/*int3 texDim;
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int3 texDim;
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pShadowMapping.shadowMaps[cascadeIndex].GetDimensions(texDim.x, texDim.y, texDim.z);
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pShadowMapping.shadowMaps[cascadeIndex].GetDimensions(texDim.x, texDim.y, texDim.z);
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float scale = 1.5f;
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float scale = 1.5f;
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float dx = scale * 1.0 / float(texDim.x);
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float dx = scale * 1.0 / float(texDim.x);
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@@ -68,7 +68,7 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0)
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if (shadowCoord.z > 0.0 && shadowCoord.z < 1.0)
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{
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{
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float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r;
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float dist = pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy + float2(dx * x, dy * y), i)).r;
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if (shadowCoord.w > 0 && dist < shadowCoord.z - 0.005f)
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if (shadowCoord.w > 0 && dist > shadowCoord.z)
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{
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{
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shadow = 0;
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shadow = 0;
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}
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}
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@@ -76,9 +76,9 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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shadowFactor += shadow;
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shadowFactor += shadow;
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count++;
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count++;
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}
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}
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}*/
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}
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result = 1 - float3(pShadowMapping.shadowMaps[cascadeIndex].Sample(pShadowMapping.shadowSampler, float3(shadowCoord.xy, i)).r, 0, 0);//(shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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result = (shadowFactor / count) * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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}
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for (uint i = 0; i < pLightEnv.numPointLights; ++i)
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for (uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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{
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@@ -108,7 +108,7 @@ void ShadowPass::beginFrame(const Component::Camera& camera, const Component::Tr
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Vector maxExtents = Vector(radius);
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Vector maxExtents = Vector(radius);
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Vector minExtents = -maxExtents;
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Vector minExtents = -maxExtents;
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Vector lightDir = glm::normalize(-scene->getLightEnvironment()->getDirectionalLight(s).direction);
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Vector lightDir = glm::normalize(scene->getLightEnvironment()->getDirectionalLight(s).direction);
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Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
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Vector cameraPos = frustumCenter - lightDir * -minExtents.z;
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Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
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Matrix4 viewMatrix = glm::lookAt(cameraPos, frustumCenter, Vector(0, 1, 0));
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Matrix4 projectionMatrix =
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Matrix4 projectionMatrix =
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@@ -191,8 +191,8 @@ void ShadowPass::render() {
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.pipelineLayout = collection->pipelineLayout,
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.pipelineLayout = collection->pipelineLayout,
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.rasterizationState =
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.rasterizationState =
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{
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{
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.cullMode = Gfx::SE_CULL_MODE_FRONT_BIT,
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.cullMode = Gfx::SE_CULL_MODE_NONE,
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.depthBiasEnable = true,
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.depthBiasEnable = false,
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.depthBiasConstantFactor = depthBiasConstant,
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.depthBiasConstantFactor = depthBiasConstant,
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.depthBiasSlopeFactor = depthBiasSlope,
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.depthBiasSlopeFactor = depthBiasSlope,
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},
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},
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@@ -3,6 +3,7 @@ target_sources(Engine
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AABB.h
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AABB.h
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Math.h
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Math.h
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Matrix.h
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Matrix.h
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Matrix.cpp
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Transform.h
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Transform.h
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Transform.cpp
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Transform.cpp
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Vector.h
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Vector.h
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@@ -0,0 +1,32 @@
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#include "Matrix.h"
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using namespace Seele;
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Matrix4 Seele::orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) {
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return Matrix4{
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{
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2.0f / (right - left),
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0.0f,
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0.0f,
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0.0f,
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},
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{
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0.0f,
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2.0f / (top - bottom),
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0.0f,
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0.0f,
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},
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{
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0.0f,
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0.0f,
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1.0f / (farPlane - nearPlane),
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0.0f,
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},
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{
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-(right + left) / (right - left),
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-(top + bottom) / (top - bottom),
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farPlane / (farPlane - nearPlane),
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1.0f,
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},
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};
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}
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@@ -1,4 +1,5 @@
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#pragma once
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#pragma once
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#include <glm/ext/matrix_clip_space.hpp>
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#include <glm/mat2x2.hpp>
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#include <glm/mat2x2.hpp>
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#include <glm/mat3x3.hpp>
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#include <glm/mat3x3.hpp>
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#include <glm/mat4x4.hpp>
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#include <glm/mat4x4.hpp>
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@@ -36,32 +37,5 @@ static Matrix4 perspectiveProjection(float fov, float aspect, float nearPlane, f
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},
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},
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};
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};
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}
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}
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static Matrix4 orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane) {
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Matrix4 orthographicProjection(float left, float right, float bottom, float top, float nearPlane, float farPlane);
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return Matrix4{
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{
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2.0f / (right - left),
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0.0f,
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0.0f,
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0.0f,
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},
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{
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0.0f,
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2.0f / (top - bottom),
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0.0f,
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0.0f,
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},
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{
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0.0f,
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0.0f,
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-2.0f / (nearPlane - farPlane),
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0.0f,
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},
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{
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-(right + left) / (right - left),
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-(top + bottom) / (top - bottom),
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-(nearPlane + farPlane) / (nearPlane - farPlane),
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1.0f,
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},
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};
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}
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} // namespace Seele
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} // namespace Seele
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