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Tightening the screws
- Fix hiz test bounds clamping, good ol off by 1 error - Remove check for useMin since it's never used and the depth reduce shader is hard-coded already
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1 changed files with 2 additions and 7 deletions
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@ -102,19 +102,14 @@ bool _flw_isVisible(uint instanceIndex, uint modelIndex) {
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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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bounds = clamp(bounds, ivec4(0), levelSizePair - ivec4(1));
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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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float depth00 = texelFetch(_flw_depthPyramid, bounds.xy, level).r;
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float depth;
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if (_flw_cullData.useMin == 0) {
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depth = max(max(depth00, depth01), max(depth10, depth11));
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} else {
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depth = min(min(depth00, depth01), min(depth10, depth11));
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}
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float depth = max(max(depth00, depth01), max(depth10, depth11));
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float depthSphere = 1. + _flw_cullData.znear / (center.z + radius);
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