Fixed compilation error due to really long shader

This commit is contained in:
Olivier Prat 2018-01-22 16:50:03 +01:00
parent a807e41ff4
commit 43f7bb5f56

View file

@ -100,23 +100,6 @@ int clusterGrid_getClusterLightId(int index, int offset) {
<@endfunc@>
bool hasLocalLights(int numLights, ivec3 clusterPos, ivec3 dims) {
/*
if (numLights <= 0) {
return false;
}
if (clusterPos.x < 0 || clusterPos.x >= dims.x) {
return false;
}
if (clusterPos.y < 0 || clusterPos.y >= dims.y) {
return false;
}
if (clusterPos.z < 0 || clusterPos.z > dims.z) {
return false;
}
return true;
*/
return numLights>0
&& all(greaterThanEqual(clusterPos, ivec3(0)))
&& all(lessThan(clusterPos.xy, dims.xy))