forked from LeenkxTeam/LNXSDK
Light fixes to correct light culling. Now lights show up properly!
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@ -24,7 +24,8 @@ void main() {
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// gl_Position = vec4((gl_VertexID % 2) * 4.0 - 1.0, (gl_VertexID / 2) * 4.0 - 1.0, 0.0, 1.0);
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// For reverse-Z, the “far” plane lives at NDC z = 0
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vec4 v = vec4(pos.x, pos.y, 0.0, 1.0);
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vec4 ndcFar = vec4(pos.x, pos.y, 0.0, 1.0);
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vec4 v = invVP * ndcFar;
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v = vec4(invVP * v);
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v.xyz /= v.w;
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viewRay = v.xyz - eye;
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