Forward+ working
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@@ -57,7 +57,7 @@ struct LightResult {
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};
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float CalcAttenuation(float radius, float dist) {
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return 1.0 - smoothstep(radius * 1.0, radius, dist);
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return 1.0 - smoothstep(radius * 0.3, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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@@ -115,11 +115,11 @@ void main()
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}
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
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//fragmentColor += vec4(0.0, LightGrids.Data[currentTile].Amount/3.0, 0, 1);
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//fragmentColor = texel * Input.DiffuseColor * Color;
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
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{
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fragmentColor += vec4(0.5, 0, 0, 0);
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//fragmentColor += vec4(0.5, 0, 0, 0);
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} else {
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//fragmentColor += vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount/3.0, 0, 0, 1);
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@@ -24,7 +24,7 @@ vec4 ConvertToView(vec4 ScreenCoords)
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vec2 normalizedScreenCoords = ScreenCoords.xy / ScreenDimensions;
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vec4 clipSpace = vec4( vec2(normalizedScreenCoords.x, normalizedScreenCoords.y) * 2.0 - 1.0, ScreenCoords.z, ScreenCoords.w);
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vec4 view = inverse(P) * clipSpace;
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//view = view / view.w;
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view = view / view.w;
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return view;
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}
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@@ -51,12 +51,14 @@ void main ()
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ScreenCoords[2] = vec4(gl_GlobalInvocationID.x * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
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ScreenCoords[3] = vec4((gl_GlobalInvocationID.x + 1) * TILE_SIZE, (gl_GlobalInvocationID.y) * TILE_SIZE, -1.0, 1.0);
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vec3 ViewVectors[4];
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for(int i = 0; i < 4; i++) {
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ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
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}
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vec3 EyePos = vec3(0,0,0);
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vec3 EyePos = vec3(0.0, 0.0 ,0.0);
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Frustum f;
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f.Planes[0] = ComputePlane(EyePos, ViewVectors[2], ViewVectors[0]); // left plane
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@@ -8,7 +8,6 @@
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#define NUM_LIGHTS 25
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#define MAX_LIGHTS_PER_TILE 1024
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#define NUM_TILES 3600
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#define TILE_SIZE 16
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@@ -71,7 +70,7 @@ int GroupIndex;
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bool SphereInsidePlane(vec3 center, float radius, Plane plane)
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{
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return dot(plane.Normal, center) + plane.d > -radius;
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return dot(plane.Normal, center) - plane.d > -radius;
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}
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bool SphereInsideFrustrum(vec3 center, float radius, Frustum frustum/*, float zNear, float zFar*/)
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