attempt improvments is not :(
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@@ -152,13 +152,16 @@ bool isCulledByHiz() {
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ivec2 mxbb = clamp(ivec2(ceil(maxBB.xy*msize)), ivec2(0), msize);
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ivec2 mxbb = clamp(ivec2(ceil(maxBB.xy*msize)), ivec2(0), msize);
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ivec2 mnbb = clamp(ivec2(floor(minBB.xy*msize)), ivec2(0), msize);
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ivec2 mnbb = clamp(ivec2(floor(minBB.xy*msize)), ivec2(0), msize);
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float pointSample = 0.0f;
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float pointSample = 0.0f;
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//float pointSample2 = 0.0f;
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for (int x = mnbb.x; x<=mxbb.x; x++) {
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for (int x = mnbb.x; x<=mxbb.x; x++) {
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for (int y = mnbb.y; y<=mxbb.y; y++) {
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for (int y = mnbb.y; y<=mxbb.y; y++) {
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float sp = texelFetch(hizDepthSampler, ivec2(x, y), ml).x;
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float sp = texelFetch(hizDepthSampler, ivec2(x, y), ml).r;
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//sp = mix(sp, pointSample, 1.0f<=sp);
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//pointSample2 = max(sp, pointSample2);
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//sp = mix(sp, pointSample, 0.9999999f<=sp);
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pointSample = max(sp, pointSample);
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pointSample = max(sp, pointSample);
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}
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}
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}
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}
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//pointSample = mix(pointSample, pointSample2, pointSample<=0.000001f);
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/*
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/*
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float pointSample = textureLod(hizDepthSampler, maxBB.xy, miplevel).x;
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float pointSample = textureLod(hizDepthSampler, maxBB.xy, miplevel).x;
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pointSample = max(pointSample, textureLod(hizDepthSampler, vec2(maxBB.x, minBB.y), miplevel).x);
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pointSample = max(pointSample, textureLod(hizDepthSampler, vec2(maxBB.x, minBB.y), miplevel).x);
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