Added random extra check that is probably wrong
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@@ -20,7 +20,6 @@ layout(binding = HIZ_BINDING) uniform sampler2DShadow hizDepthSampler;
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vec3 minBB;
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vec3 maxBB;
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vec2 size;
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float zThing;
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uint BASE_IDX = gl_LocalInvocationID.x*8;
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shared vec2[LOCAL_SIZE*8] screenPoints;
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@@ -47,7 +46,6 @@ void setupScreenspace(in UnpackedNode node) {
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minBB = base.xyz/base.w;
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maxBB = minBB;
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zThing = -999999999999.0f;
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screenPoints[BASE_IDX+0] = minBB.xy*0.5f+0.5f;
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for (int i = 1; i < 8; i++) {
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@@ -55,7 +53,6 @@ void setupScreenspace(in UnpackedNode node) {
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vec4 pPoint = (VP*vec4(vec3((i&1)!=0,(i&2)!=0,(i&4)!=0)*(32<<node.lodLevel),1));//Size of section is 32x32x32 (need to change it to a bounding box in the future)
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pPoint += base;
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vec3 point = pPoint.xyz/pPoint.w;
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zThing = max(point.z, zThing);
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//TODO: CLIP TO VIEWPORT
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minBB = min(minBB, point);
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maxBB = max(maxBB, point);
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@@ -80,7 +77,7 @@ void setupScreenspace(in UnpackedNode node) {
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//Checks if the node is implicitly culled (outside frustum)
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bool outsideFrustum() {
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return any(lessThanEqual(maxBB, vec3(0.0f))) || any(lessThanEqual(vec3(1.0f), minBB)) || zThing < 0;//
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return any(lessThanEqual(maxBB, vec3(0.0f))) || any(lessThanEqual(vec3(1.0f), minBB)) || maxBB.z < 0.5f || maxBB.z > 1;// maxBB.z > 1 is actually wrong
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//|| any(lessThanEqual(minBB, vec3(0.0f, 0.0f, 0.0f))) || any(lessThanEqual(vec3(1.0f, 1.0f, 1.0f), maxBB));
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}
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