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Happy as a clamp
- Fix instances vanishing close to the edge of your screen
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@ -100,6 +100,10 @@ bool _flw_isVisible(uint instanceIndex, uint modelIndex) {
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ivec4 bounds = ivec4(aabb * vec4(levelSizePair));
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// Clamp to the texture bounds.
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// Since we're not going through a sampler out of bounds texel fetches will return 0.
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bounds = clamp(bounds, ivec4(0), levelSizePair);
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float depth01 = texelFetch(_flw_depthPyramid, bounds.xw, level).r;
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float depth11 = texelFetch(_flw_depthPyramid, bounds.zw, level).r;
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float depth10 = texelFetch(_flw_depthPyramid, bounds.zy, level).r;
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