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bevy_pbr: Use a special first depth slice for clustered forward (#3545)
# Objective - Using plain exponential depth slicing for perspective projection cameras results in unnecessarily many slices very close together close to the camera. If the camera is then moved close to a collection of point lights, they will likely exhaust the available uniform buffer space for the lists of which lights affect which clusters. ## Solution - A simple solution to this is to use a different near plane value for the depth slicing and set it to where the first slice's far plane should be. The default value is 5 and works well. This results in the configured number of depth slices, maintains the exponential slicing beyond the initial slice, and no slices are too small such that they cause problems that are sensitive to the view position.
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f781bfe7d8
commit
d34ecd7584
4 changed files with 48 additions and 13 deletions
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@ -210,6 +210,9 @@ pub struct Clusters {
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pub(crate) tile_size: UVec2,
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/// Number of clusters in x / y / z in the view frustum
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pub(crate) axis_slices: UVec3,
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/// Distance to the far plane of the first depth slice. The first depth slice is special
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/// and explicitly-configured to avoid having unnecessarily many slices close to the camera.
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pub(crate) near: f32,
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aabbs: Vec<Aabb>,
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pub(crate) lights: Vec<VisiblePointLights>,
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}
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@ -219,6 +222,7 @@ impl Clusters {
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let mut clusters = Self {
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tile_size,
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axis_slices: Default::default(),
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near: 5.0,
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aabbs: Default::default(),
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lights: Default::default(),
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};
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@ -246,6 +250,8 @@ impl Clusters {
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(screen_size.y + 1) / tile_size.y,
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z_slices,
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);
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// NOTE: Maximum 4096 clusters due to uniform buffer size constraints
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assert!(self.axis_slices.x * self.axis_slices.y * self.axis_slices.z <= 4096);
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}
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}
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@ -320,11 +326,15 @@ fn compute_aabb_for_cluster(
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let p_max = screen_to_view(screen_size, inverse_projection, p_max, 1.0);
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let z_far_over_z_near = -z_far / -z_near;
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let cluster_near = -z_near * z_far_over_z_near.powf(ijk.z / cluster_dimensions.z as f32);
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let cluster_near = if ijk.z == 0.0 {
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0.0
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} else {
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-z_near * z_far_over_z_near.powf((ijk.z - 1.0) / (cluster_dimensions.z - 1) as f32)
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};
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// NOTE: This could be simplified to:
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// cluster_far = cluster_near * z_far_over_z_near;
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let cluster_far =
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-z_near * z_far_over_z_near.powf((ijk.z + 1.0) / cluster_dimensions.z as f32);
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-z_near * z_far_over_z_near.powf(ijk.z / (cluster_dimensions.z - 1) as f32);
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// Calculate the four intersection points of the min and max points with the cluster near and far planes
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let p_min_near = line_intersection_to_z_plane(Vec3::ZERO, p_min.xyz(), cluster_near);
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@ -387,7 +397,7 @@ pub fn update_clusters(windows: Res<Windows>, mut views: Query<(&Camera, &mut Cl
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for x in 0..clusters.axis_slices.x {
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for z in 0..clusters.axis_slices.z {
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aabbs.push(compute_aabb_for_cluster(
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camera.near,
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clusters.near,
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camera.far,
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tile_size,
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screen_size,
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@ -428,13 +438,19 @@ impl VisiblePointLights {
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}
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}
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fn view_z_to_z_slice(cluster_factors: Vec2, view_z: f32, is_orthographic: bool) -> u32 {
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fn view_z_to_z_slice(
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cluster_factors: Vec2,
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z_slices: f32,
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view_z: f32,
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is_orthographic: bool,
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) -> u32 {
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if is_orthographic {
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// NOTE: view_z is correct in the orthographic case
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((view_z - cluster_factors.x) * cluster_factors.y).floor() as u32
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} else {
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// NOTE: had to use -view_z to make it positive else log(negative) is nan
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((-view_z).ln() * cluster_factors.x - cluster_factors.y).floor() as u32
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((-view_z).ln() * cluster_factors.x - cluster_factors.y + 1.0).clamp(0.0, z_slices - 1.0)
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as u32
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}
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}
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@ -449,7 +465,12 @@ fn ndc_position_to_cluster(
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let frag_coord =
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(ndc_p.xy() * Vec2::new(0.5, -0.5) + Vec2::splat(0.5)).clamp(Vec2::ZERO, Vec2::ONE);
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let xy = (frag_coord * cluster_dimensions_f32.xy()).floor();
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let z_slice = view_z_to_z_slice(cluster_factors, view_z, is_orthographic);
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let z_slice = view_z_to_z_slice(
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cluster_factors,
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cluster_dimensions.z as f32,
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view_z,
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is_orthographic,
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);
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xy.as_uvec2()
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.extend(z_slice)
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.clamp(UVec3::ZERO, cluster_dimensions - UVec3::ONE)
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@ -474,7 +495,8 @@ pub fn assign_lights_to_clusters(
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let cluster_count = clusters.aabbs.len();
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let is_orthographic = camera.projection_matrix.w_axis.w == 1.0;
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let cluster_factors = calculate_cluster_factors(
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camera.near,
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// NOTE: Using the special cluster near value
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clusters.near,
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camera.far,
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clusters.axis_slices.z as f32,
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is_orthographic,
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@ -130,6 +130,7 @@ pub struct GpuLights {
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// TODO: this comes first to work around a WGSL alignment issue. We need to solve this issue before releasing the renderer rework
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directional_lights: [GpuDirectionalLight; MAX_DIRECTIONAL_LIGHTS],
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ambient_color: Vec4,
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// xyz are x/y/z cluster dimensions and w is the number of clusters
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cluster_dimensions: UVec4,
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// xy are vec2<f32>(cluster_dimensions.xy) / vec2<f32>(view.width, view.height)
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// z is cluster_dimensions.z / log(far / near)
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@ -350,6 +351,8 @@ impl SpecializedPipeline for ShadowPipeline {
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#[derive(Component)]
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pub struct ExtractedClusterConfig {
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/// Special near value for cluster calculations
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near: f32,
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/// Number of clusters in x / y / z in the view frustum
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axis_slices: UVec3,
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}
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@ -366,6 +369,7 @@ pub fn extract_clusters(mut commands: Commands, views: Query<(Entity, &Clusters)
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data: clusters.lights.clone(),
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},
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ExtractedClusterConfig {
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near: clusters.near,
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axis_slices: clusters.axis_slices,
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},
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));
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@ -578,7 +582,7 @@ pub fn calculate_cluster_factors(
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if is_orthographic {
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Vec2::new(-near, z_slices / (-far - -near))
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} else {
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let z_slices_of_ln_zfar_over_znear = z_slices / (far / near).ln();
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let z_slices_of_ln_zfar_over_znear = (z_slices - 1.0) / (far / near).ln();
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Vec2::new(
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z_slices_of_ln_zfar_over_znear,
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near.ln() * z_slices_of_ln_zfar_over_znear,
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@ -710,12 +714,13 @@ pub fn prepare_lights(
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let is_orthographic = extracted_view.projection.w_axis.w == 1.0;
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let cluster_factors_zw = calculate_cluster_factors(
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extracted_view.near,
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clusters.near,
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extracted_view.far,
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clusters.axis_slices.z as f32,
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is_orthographic,
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);
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let n_clusters = clusters.axis_slices.x * clusters.axis_slices.y * clusters.axis_slices.z;
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let mut gpu_lights = GpuLights {
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directional_lights: [GpuDirectionalLight::default(); MAX_DIRECTIONAL_LIGHTS],
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ambient_color: Vec4::from_slice(&ambient_light.color.as_linear_rgba_f32())
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@ -726,7 +731,7 @@ pub fn prepare_lights(
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cluster_factors_zw.x,
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cluster_factors_zw.y,
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),
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cluster_dimensions: clusters.axis_slices.extend(0),
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cluster_dimensions: clusters.axis_slices.extend(n_clusters),
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n_directional_lights: directional_lights.iter().len() as u32,
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};
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@ -38,7 +38,7 @@ struct Lights {
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// NOTE: this array size must be kept in sync with the constants defined bevy_pbr2/src/render/light.rs
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directional_lights: array<DirectionalLight, 1u>;
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ambient_color: vec4<f32>;
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// x/y/z dimensions
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// x/y/z dimensions and n_clusters in w
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cluster_dimensions: vec4<u32>;
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// xy are vec2<f32>(cluster_dimensions.xy) / vec2<f32>(view.width, view.height)
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//
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@ -244,14 +244,22 @@ fn view_z_to_z_slice(view_z: f32, is_orthographic: bool) -> u32 {
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return u32(floor((view_z - lights.cluster_factors.z) * lights.cluster_factors.w));
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} else {
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// NOTE: had to use -view_z to make it positive else log(negative) is nan
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return u32(floor(log(-view_z) * lights.cluster_factors.z - lights.cluster_factors.w));
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return min(
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u32(log(-view_z) * lights.cluster_factors.z - lights.cluster_factors.w + 1.0),
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lights.cluster_dimensions.z - 1u
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);
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}
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}
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fn fragment_cluster_index(frag_coord: vec2<f32>, view_z: f32, is_orthographic: bool) -> u32 {
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let xy = vec2<u32>(floor(frag_coord * lights.cluster_factors.xy));
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let z_slice = view_z_to_z_slice(view_z, is_orthographic);
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return (xy.y * lights.cluster_dimensions.x + xy.x) * lights.cluster_dimensions.z + z_slice;
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// NOTE: Restricting cluster index to avoid undefined behavior when accessing uniform buffer
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// arrays based on the cluster index.
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return min(
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(xy.y * lights.cluster_dimensions.x + xy.x) * lights.cluster_dimensions.z + z_slice,
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lights.cluster_dimensions.w - 1u
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);
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}
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struct ClusterOffsetAndCount {
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