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this should honestly be the last hardcoded constant
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src/shaders/clustering.cs.wgsl

Lines changed: 1 addition & 1 deletion
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@@ -99,7 +99,7 @@ fn getClusterBounds(@builtin(global_invocation_id) globalIdx: vec3u){
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// Need to transform lightZ to the view Z to match the cluster's Z sapce
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var viewLightPos: vec4f = cameraUniforms.viewMat * vec4f(light.pos, 1f);
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var isIntersected: bool = testAABBSphereIntersection(minPointAABB, maxPointAABB, viewLightPos.xyz, ${lightRadius});
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var isIntersected: bool = testAABBSphereIntersection(minPointAABB, maxPointAABB, viewLightPos.xyz, 2);
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if (isIntersected)
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{
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// Is there a way to use references for this assignment?

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