Implementing ECS SystemBase and updating slang
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@@ -82,7 +82,7 @@ void tAppendLight(uint lightIndex)
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[shader("compute")]
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void cullLights(ComputeShaderInput in)
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{
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int2 texCoord = in.dispatchThreadID.xy;
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int2 texCoord = int2(in.dispatchThreadID.xy);
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float fDepth = depthTextureVS.Load(int3(texCoord, 0)).r;
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uint uDepth = asuint(fDepth);
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