dont overcomplicate things
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@@ -128,6 +128,6 @@ public class HiZBuffer {
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}
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}
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public int getPackedLevels() {
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public int getPackedLevels() {
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return ((Integer.numberOfTrailingZeros(this.width))<<16)|(Integer.numberOfTrailingZeros(this.height));//+1
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return (this.width<<16)|this.height;//+1
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}
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}
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}
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}
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@@ -128,7 +128,7 @@ bool outsideFrustum() {
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}
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}
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bool isCulledByHiz() {
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bool isCulledByHiz() {
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ivec2 ssize = ivec2(1)<<ivec2((packedHizSize>>16)&0xFFFF,packedHizSize&0xFFFF);
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ivec2 ssize = ivec2(packedHizSize>>16,packedHizSize&0xFFFF);
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vec2 size = (maxBB.xy-minBB.xy)*ssize;
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vec2 size = (maxBB.xy-minBB.xy)*ssize;
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float miplevel = log2(max(max(size.x, size.y),1));
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float miplevel = log2(max(max(size.x, size.y),1));
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@@ -10,7 +10,7 @@ layout(local_size_x=LOCAL_SIZE) in;//, local_size_y=1
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layout(binding = SCENE_UNIFORM_BINDING, std140) uniform SceneUniform {
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layout(binding = SCENE_UNIFORM_BINDING, std140) uniform SceneUniform {
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mat4 VP;
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mat4 VP;
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ivec3 camSecPos;
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ivec3 camSecPos;
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int packedHizSize;
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uint packedHizSize;
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vec3 camSubSecPos;
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vec3 camSubSecPos;
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float minSSS;
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float minSSS;
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Frustum frustum;
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Frustum frustum;
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