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@MitsubishiMagna Forget, I solved the problem
After this line → float2 shadowUV = lightPos.xy * 0.5f + 0.5f;
I should been write this → shadowUV.y = 1 - shadowUV.y;
@undefined thanks
I also implemented clustered shading based on the description in “idTech 666: The Devil is in the Details”.
The clustering is done on the CPU, SIMD optimised and multithreaded with one task per depth slice. The algorithm takes as input a list of items (lights, decals, probes, ...) each bounded by ei…
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