lot of metal changes, but no idea how this stuff works
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@@ -89,7 +89,7 @@ void cullLights(ComputeShaderInput in)
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float maxDepthWS = clipToWorld(float4(0, 0, fMaxDepth, 1)).z;
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float nearClipWS = clipToWorld(float4(0, 0, 0, 1)).z;
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Plane maxPlane = {float3(0, 0, -1), -maxDepthWS};
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Plane maxPlane = {float4(0, 0, -1, -maxDepthWS)};
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for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE )
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{
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