{
uint lightCategory = _LightShapeData[coarseList[l]].lightCategory;
++modelListCount[lightCategory == REFLECTION_LIGHT ? 1 : 0];
g_vLayeredLightList[offs++] = coarseList[l]; // reflection lights will be last since we sorted
g_vLayeredLightList[offs++] = _LightShapeData[coarseList[l]].lightIndex; // reflection lights will be last since we sorted
}
uint _UseTileLightList;
//#endif
#ifdef USE_CLUSTERED_LIGHTLIST
//#ifdef USE_CLUSTERED_LIGHTLIST
#endif
// TODO: Need to correctly define the shadow framework, WIP
#include "../SinglePass/SinglePass.hlsl"