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* Clustered prototype * Cleanup * Cleanup, clustered culling uses switch case for readability, put generic math classes in math folder, * Decals evaluate as a sphere, simpler, API for envmaps and lights dont take positionSs anymore * Revert this shit on complex * TiledCullingLayer > ClusteredCullingLayer * Remove references to UseClusteredLighting/UseTiledLighting, just make it work everywhere * Remove old tiled culling files * Remove ClusterFrustum.hlsl since we have a generic one * Remove OBB as we just test simple bounds for decal * Final cleanups * Remove references to tiled culling from native engine * Adjust toolsvis for clustered * Rename tiled culling references to clustered culling in render pipeline and tools visualization * Build shaders * Format * Fix fog's near frustum cull plane and clustered warning from Mr. Copilot * remove the last crumbs from tiled rendering * Update shaders * skybox rendering use ClusteredCullingLayer instead of TiledCullingLayer * Volume fog still referencing MAX_LIGHTS_PER_TILE, should have it using clusters but slower for now