Forward+ working
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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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