Forward+ Debugging commit, dont try it.
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@@ -14,29 +14,11 @@ struct Frustum {
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Plane Planes[4];
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};
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layout (std430, binding = 1) buffer FrustumBuffer
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layout (std430, binding = 0) buffer FrustumBuffer
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{
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Frustum Data[80*45];
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Frustum Data[3600];
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} Frustums;
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struct PlaneNormals {
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vec3 Normal1;
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float pad1;
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vec3 Normal2;
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float Pad2;
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};
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struct FrustumNormals {
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PlaneNormals Planes[4];
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};
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layout (std430, binding = 2) buffer PlaneNormalBuffer
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{
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FrustumNormals Data[80*45];
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} FrustumNorm;
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vec4 ConvertToView(vec4 ScreenCoords)
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{
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vec2 normalizedScreenCoords = ScreenCoords.xy / ScreenDimensions;
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@@ -75,33 +57,6 @@ void main ()
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ViewVectors[i] = vec3(ConvertToView(ScreenCoords[i]));
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}
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal1 = (ViewVectors[2]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal2 = (ViewVectors[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal1 = (ViewVectors[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal2 = (ViewVectors[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal1 = (ViewVectors[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal2 = (ViewVectors[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal1 = (ViewVectors[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal2 = (ViewVectors[2]);
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/*
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal1 = vec3(ScreenCoords[2]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[0].Normal2 = vec3(ScreenCoords[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal1 = vec3(ScreenCoords[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[1].Normal2 = vec3(ScreenCoords[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal1 = vec3(ScreenCoords[0]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[2].Normal2 = vec3(ScreenCoords[1]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal1 = vec3(ScreenCoords[3]);
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FrustumNorm.Data[gl_GlobalInvocationID.x + (80 * gl_GlobalInvocationID.y)].Planes[3].Normal2 = vec3(ScreenCoords[2]);
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*/
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vec3 EyePos = vec3(0,0,0);
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Frustum f;
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