Refactor scene rendering to use batched culling for main view and shadow projections
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@@ -60,7 +60,7 @@ void RenderView::Prepare(RenderContext& renderContext)
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PrepareCache(renderContext, width, height, taaJitter);
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}
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void RenderView::PrepareCache(RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter, RenderView* mainView)
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void RenderView::PrepareCache(const RenderContext& renderContext, float width, float height, const Float2& temporalAAJitter, const RenderView* mainView)
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{
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// The same format used by the Flax common shaders and postFx materials
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ViewInfo = Float4(1.0f / Projection.M11, 1.0f / Projection.M22, Far / (Far - Near), (-Far * Near) / (Far - Near) / Far);
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