More refactoring
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@@ -78,8 +78,8 @@ void LightCullingPass::endFrame()
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void LightCullingPass::publishOutputs()
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{
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setupFrustums();
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uint32_t viewportWidth = viewport->getSizeX();
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uint32_t viewportHeight = viewport->getSizeY();
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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dispatchParams.numThreadGroups = numThreadGroups;
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dispatchParams.numThreads = numThreadGroups * glm::uvec3(BLOCK_SIZE, BLOCK_SIZE, 1);
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@@ -184,8 +184,8 @@ void LightCullingPass::modifyRenderPassMacros(Map<const char*, const char*>&)
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void LightCullingPass::setupFrustums()
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{
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uint32_t viewportWidth = viewport->getSizeX();
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uint32_t viewportHeight = viewport->getSizeY();
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uint32_t viewportWidth = viewport->getWidth();
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uint32_t viewportHeight = viewport->getHeight();
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glm::uvec3 numThreads = glm::ceil(glm::vec3(viewportWidth / (float)BLOCK_SIZE, viewportHeight / (float)BLOCK_SIZE, 1));
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glm::uvec3 numThreadGroups = glm::ceil(glm::vec3(numThreads.x / (float)BLOCK_SIZE, numThreads.y / (float)BLOCK_SIZE, 1));
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