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Lay the light cluster tiles over the window when the post processing is skippe; Bind the light cluster buffers when a viewport is created
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@@ -86,7 +86,9 @@ reverse-Z with the far plane at infinity, so the `znear` / `zfar` of the pass bo
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`cluster_cull.comp` handles one cluster per invocation and goes through `lights[1 .. lights_total)`.
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- A light's reach is the distance where its brightest possible contribution falls under `MIN_CONTRIBUTION`
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(1/1024) of the display range, at most `MAX_RANGE` (1000 m, as the 1 km filter on the CPU). Headlights are tested against
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(1/1024) of the display range. There is no fixed limit on top of that: the 1 km filter on the CPU is the distance
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of a light from the camera, and the shading lights a surface at any distance, so a headlight without falloff
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reaches every cluster in its beam. Headlights are tested against
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that sphere and against the frustum of their projection (four side planes and the near plane, with 5 cm of margin);
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point lights against a sphere; spot lights against a sphere and a cone; directional lights reach everything.
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- A cluster takes up to 64 lights. The ones that come first in `lights[]` win, which is the order from
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