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- const int maxLights = 16;
- const int maxLightsCluster = 4; // Ensure fast loop unroll before going higher
- const float clusterNear = 3.0;
- const vec3 clusterSlices = vec3(16, 16, 16);
- int getClusterI(vec2 tc, float viewz, vec2 cameraPlane) {
- int sliceZ = 0;
- float cnear = clusterNear + cameraPlane.x;
- if (viewz >= cnear) {
- float z = log(viewz - cnear + 1.0) / log(cameraPlane.y - cnear + 1.0);
- sliceZ = int(z * (clusterSlices.z - 1)) + 1;
- }
- return int(tc.x * clusterSlices.x) +
- int(int(tc.y * clusterSlices.y) * clusterSlices.x) +
- int(sliceZ * clusterSlices.x * clusterSlices.y);
- }
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