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wip: maybe make u_lightLayer uint instead?
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src/engine/renderer/glsl_source/lighttile_fp.glsl

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Original file line numberDiff line numberDiff line change
@@ -120,7 +120,7 @@ void main() {
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only process 1 / 4 of different lights for each layer, extra lights going into the last layer. This can fail to add some lights
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if 1 / 4 of all lights is more than the amount of lights that each layer can hold (16). To fix this, we'd need to either do this on CPU
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or use compute shaders with atomics so we can have a variable amount of lights for each tile. */
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for( uint i = u_lightLayer; i < uint( u_numLights ); i += uint( NUM_LIGHT_LAYERS ) ) {
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for( uint i = uint( u_lightLayer ); i < uint( u_numLights ); i += uint( NUM_LIGHT_LAYERS ) ) {
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Light l = GetLight( i );
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vec3 center = ( u_ModelMatrix * vec4( l.center, 1.0 ) ).xyz;
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float radius = max( 2.0 * l.radius, 2.0 * 32.0 ); // Avoid artifacts with weak light sources

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