Improved variable name
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@@ -26,7 +26,7 @@
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//
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//----------------------------------------------------------------------------------
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#define Depth_to_Z(d, unprojectZ) (unprojectZ.x / (d + unprojectZ.y))
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#define DepthBufferToViewSpace(d, unprojectZ) (unprojectZ.x / (d + unprojectZ.y))
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#define NVLC_MAX_POSSIBLE_LIGHTS_PER_BIN 256
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@@ -187,7 +187,7 @@ float4 RemapZToUnit(float4 z, float2 minmaxz)
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uint DepthSamplesToBinMask2x(float2 d, float2 minmaxz, float2 unprojectZ)
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{
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float2 z = Depth_to_Z(d, unprojectZ);
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float2 z = DepthBufferToViewSpace(d, unprojectZ);
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// Tile_UnitValueToBit will convert that 0 to 1 value into 0.0 to 31.99999
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float2 bit = Tile_UnitValueToBit(RemapZToUnit(z, minmaxz));
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@@ -207,7 +207,7 @@ uint DepthSamplesToBinMask2x(float2 d, float2 minmaxz, float2 unprojectZ)
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uint DepthSamplesToBinMask4x(float4 d, float2 minmaxz, float2 unprojectZ)
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{
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float4 z = Depth_to_Z(d, unprojectZ);
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float4 z = DepthBufferToViewSpace(d, unprojectZ);
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// Tile_UnitValueToBit will convert that 0 to 1 value into 0.0 to 31.99999
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float4 bit = Tile_UnitValueToBit(RemapZToUnit(z, minmaxz));
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@@ -150,7 +150,7 @@ uint ComputeTransparentBitMask(float2 minmaxZ)
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return 0;
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}
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float2 minmaxZ_transparent = Depth_to_Z(minmaxDepth_transparent, PassSrg::m_constantData.m_unprojectZ);
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float2 minmaxZ_transparent = DepthBufferToViewSpace(minmaxDepth_transparent, PassSrg::m_constantData.m_unprojectZ);
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float2 minmaxUnit_transparent = RemapZToUnit(minmaxZ_transparent, minmaxZ);
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@@ -295,7 +295,7 @@ void MainCS(
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float2 minmaxDepth_opaque = ComputeDepthMinMaxFrom2Samples(opaqueDepthSamples);
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minmaxDepth_both = ExpandMinMax(minmaxDepth_opaque, minmaxDepth_transparent);
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UpdateMinMaxFromAllThreads(minmaxDepth_both, minmaxDepth_transparent, isPixelOnScreen);
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minmaxDepth_both = Depth_to_Z(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
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minmaxDepth_both = DepthBufferToViewSpace(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
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// if zNear == zFar we want to map z == zNear to 0-bit, so we have to keep zNear without modifications
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minmaxDepth_both.y = IncrementULP(minmaxDepth_both.y);
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@@ -313,7 +313,7 @@ void MainCS(
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float2 minmaxDepth_opaque = ComputeDepthMinMaxFrom4Samples(opaqueDepthSamples);
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minmaxDepth_both = ExpandMinMax(minmaxDepth_opaque, minmaxDepth_transparent);
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UpdateMinMaxFromAllThreads(minmaxDepth_both, minmaxDepth_transparent, isPixelOnScreen);
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minmaxDepth_both = Depth_to_Z(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
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minmaxDepth_both = DepthBufferToViewSpace(minmaxDepth_both, PassSrg::m_constantData.m_unprojectZ);
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// if zNear == zFar we want to map z == zNear to 0-bit, so we have to keep zNear without modifications
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minmaxDepth_both.y = IncrementULP(minmaxDepth_both.y);
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