Frustum culling now works correctly for all resolutions

This commit is contained in:
Tleety
2016-01-15 15:38:14 +01:00
parent 14bc850fab
commit 3de853ac8b
9 changed files with 101 additions and 65 deletions
+2 -2
View File
@@ -9,10 +9,10 @@
#define MAX_LIGHTS_PER_TILE 200
#define NUM_TILES 3600
#define TILE_SIZE 16
uniform mat4 V;
uniform vec2 ScreenDimensions;
struct Plane {
vec3 Normal;
@@ -105,7 +105,7 @@ void AppendLight(int li)
layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
void main ()
{
GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * 80));
GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
if(gl_LocalInvocationIndex == 0)
{
GroupLightCount = 0;