slightly improve hiz
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@@ -84,16 +84,16 @@ bool isCulledByHiz() {
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vec2 ssize = size * vec2(screenW, screenH);
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float miplevel = ceil(log2(max(max(ssize.x, ssize.y),1)));
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miplevel = clamp(miplevel, 0, 20);
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//miplevel = clamp(miplevel, 0, 20);
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vec2 midpoint = (maxBB.xy + minBB.xy)*0.5f;
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//TODO: maybe get rid of clamp
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//Todo: replace with some rasterization, e.g. especially for request back to cpu
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vec2 midpoint2 = clamp(midpoint, vec2(0), vec2(1));
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bool culled = textureLod(hizDepthSampler, vec3(midpoint2, minBB.z), miplevel) < 0.0001f;
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//printf("HiZ sample point: (%f,%f)@%f against %f", midpoint.x, midpoint.y, miplevel, minBB.z);
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if (culled && node22.lodLevel != 4) {
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printf("HiZ sample point: (%f,%f)@%f against %f", midpoint.x, midpoint.y, miplevel, minBB.z);
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}
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//if (culled && node22.lodLevel != 4) {
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// printf("HiZ sample point: (%f,%f)@%f against %f, value %f", midpoint.x, midpoint.y, miplevel, minBB.z, textureLod(hizDepthSampler, vec3(0.0f,0.0f, 0.000001f), 20));
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//}
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return culled;
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}
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