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Draw instances from the GPU culling with indirect draws, occlusion culling and a depth prepass
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@@ -285,7 +285,11 @@ struct global_settings {
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bool gfx_envmap_enabled = true;
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bool gfx_lights_clustered = true; // headlights from the light lists of the clusters (no limit of lit headlights) or the first dynamiclights of them
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bool gfx_lights_clusterheatmap = false; // debug view of the light clusters
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bool gfx_gpucull = false; // culls model instances of the main view in a compute pass too, and compares the result with the cpu (opengl 4.6)
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// culling of the model instances of the main view (opengl 4.6): 0 on the cpu, 1 in a compute pass, which the instances are
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// drawn from with indirect draws, 2 on the cpu, which draws, and in a compute pass too, for the results to be compared
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int gfx_gpucull = 0;
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bool gfx_gpucull_occlusion = true; // with gfx_gpucull 1: instances hidden behind the depth drawn before them are left out
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bool gfx_depthprepass = true; // with gfx_gpucull 1: the depth of the instances is drawn before their colour
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bool gfx_postfx_motionblur_enabled = true;
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float gfx_postfx_motionblur_shutter = 0.01f;
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GLenum gfx_postfx_motionblur_format = GL_RG16F;
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