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clean up and less changes
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parent
914fc7fca8
commit
2427a16d6e
5 changed files with 5 additions and 12 deletions
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@ -32,7 +32,7 @@ GLShader::~GLShader() {
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// GLSL version
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// GLSL version
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static const std::string glslVersion {
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static const std::string glslVersion {
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"#version 450 core"
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"#version 410 core"
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};
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};
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// Shader domain
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// Shader domain
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@ -46,7 +46,7 @@ void main(void) {
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int clusterOffset = cluster.z;
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int clusterOffset = cluster.z;
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ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
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ivec3 dims = frustumGrid.dims.xyz;
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dims.z +=1;
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dims.z +=1;
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ivec3 summedDims = ivec3(dims.x * dims.y, dims.x, 1);
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ivec3 summedDims = ivec3(dims.x * dims.y, dims.x, 1);
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@ -42,7 +42,7 @@ void main(void) {
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float numLightsScale = clamp(numLights * 0.05, 0.01, 1.0);
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float numLightsScale = clamp(numLights * 0.05, 0.01, 1.0);
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ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
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ivec3 dims = frustumGrid.dims.xyz;
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dims.z +=1;
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dims.z +=1;
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ivec3 summedDims = ivec3(dims.x * dims.y, dims.x, 1);
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ivec3 summedDims = ivec3(dims.x * dims.y, dims.x, 1);
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@ -65,7 +65,7 @@ void main(void) {
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}
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}
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int lightClusterOffset = cluster.z;
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int lightClusterOffset = cluster.z;
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ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
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ivec3 dims = frustumGrid.dims.xyz;
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if (clusterPos.x < 0 || clusterPos.x >= dims.x) {
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if (clusterPos.x < 0 || clusterPos.x >= dims.x) {
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discard;
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discard;
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}
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}
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@ -53,21 +53,14 @@ void main(void) {
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vec4 clusterEyePos = frustumGrid_worldToEye(fragPos);
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vec4 clusterEyePos = frustumGrid_worldToEye(fragPos);
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ivec3 clusterPos = frustumGrid_eyeToClusterPos(clusterEyePos.xyz);
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ivec3 clusterPos = frustumGrid_eyeToClusterPos(clusterEyePos.xyz);
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vec3 volumePos = frustumGrid_eyeToVolume(clusterEyePos.xyz, frustumGrid.eyeToGridProj, frustumGrid.rangeNear, frustumGrid.rangeFar);
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ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
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vec3 gridPos = frustumGrid_volumeToGrid(volumePos, dims);
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ivec3 cluster = clusterGrid_getCluster(frustumGrid_clusterToIndex(clusterPos));
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ivec3 cluster = clusterGrid_getCluster(frustumGrid_clusterToIndex(clusterPos));
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int numLights = cluster.x + cluster.y;
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int numLights = cluster.x + cluster.y;
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if (numLights <= 0) {
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if (numLights <= 0) {
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discard;
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discard;
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}
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}
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int lightClusterOffset = cluster.z;
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int lightClusterOffset = cluster.z;
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// ivec3 dims = ivec3(frustumGrid.dims.x, frustumGrid.dims.y, frustumGrid.dims.z);
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//ivec3 dims = frustumGrid.dims.xyz;
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ivec3 dims = frustumGrid.dims.xyz;
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if (clusterPos.x < 0 || clusterPos.x >= dims.x) {
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if (clusterPos.x < 0 || clusterPos.x >= dims.x) {
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discard;
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discard;
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}
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}
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