Frustum culling now works correctly for all resolutions
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@@ -1,49 +1,57 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<?xml version="1.0" encoding="UTF-8" standalone="no" ?>
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<Entity xmlns:c="components" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd">
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<Entity xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xmlns:xi="http://www.w3.org/2001/XInclude" xsi:noNamespaceSchemaLocation="../Types/Entity.xsd" xmlns:c="components">
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<Scale X="100" Y="1" Z="100"/>
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<c:Model>
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<Resource>Models/Core/UnitPlane.obj</Resource>
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<c:Model>
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<Resource>An error</Resource>
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<Orientation X="0" Y="0.78539" Z="0"/>
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<c:Model>
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<Resource>An error</Resource>
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<Children>
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<Entity>
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<Components>
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<c:Model>
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<Resource>Models/Core/UnitCube.obj</Resource>
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</c:Model>
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<c:Transform>
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<Scale X="100" Y="1" Z="100"/>
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</c:Transform>
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<Children/>
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</Entity>
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<Entity>
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<Components>
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<c:Model>
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<Resource>An error</Resource>
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</c:Model>
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<c:Transform>
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<Position X="1" Y="1" Z="0"/>
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<Orientation X="0" Y="0.785390019" Z="0"/>
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</Components>
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<Children>
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<Entity>
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<Components>
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<c:Model>
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<Resource>An error</Resource>
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</c:Model>
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<c:Transform>
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<Position X="2" Y="0" Z="0"/>
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<Orientation X="0" Y="0.785390019" Z="0"/>
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<Children/>
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</Children>
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</Entity>
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<Entity>
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<Components>
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<c:Camera/>
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<c:Transform>
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<Position X="5.85247707" Y="3.8454349" Z="-1.14486957"/>
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<Orientation X="2.51327395" Y="1.23916209" Z="-3.1415925"/>
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<Children/>
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</Entity>
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</Children>
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</Entity>
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@@ -9,10 +9,10 @@
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#define MAX_LIGHTS_PER_TILE 200
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#define NUM_TILES 3600
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#define TILE_SIZE 16
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uniform mat4 V;
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uniform vec2 ScreenDimensions;
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struct Plane {
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vec3 Normal;
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@@ -105,7 +105,7 @@ void AppendLight(int li)
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layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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void main ()
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{
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GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * 80));
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GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
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if(gl_LocalInvocationIndex == 0)
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{
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GroupLightCount = 0;
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@@ -4,7 +4,7 @@ uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec4 Color;
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uniform vec2 ScreenDimensions;
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uniform sampler2D texture0;
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#define TILE_SIZE 16
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@@ -99,7 +99,7 @@ void main()
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LightResult totalLighting;
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totalLighting.Diffuse = scene_ambient;
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * 80));
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int currentTile = int(floor(gl_FragCoord.x/TILE_SIZE) + (floor(gl_FragCoord.y/TILE_SIZE) * int(ScreenDimensions.x/TILE_SIZE)));
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int start = int(LightGrids.Data[currentTile].Start);
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int amount = int(LightGrids.Data[currentTile].Amount);
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@@ -1,7 +1,6 @@
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#version 430
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#define TILE_SIZE 16
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#define NUM_TILES 3600
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uniform mat4 P;
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uniform vec2 ScreenDimensions;
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@@ -70,7 +69,7 @@ void main ()
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if ( gl_GlobalInvocationID.x < ScreenDimensions.x / TILE_SIZE && gl_GlobalInvocationID.y < ScreenDimensions.y / TILE_SIZE ) { // inside the screen
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Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*80] = f;
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Frustums.Data[gl_GlobalInvocationID.x + gl_GlobalInvocationID.y*int(ScreenDimensions.x/TILE_SIZE)] = f;
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}
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}
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