less warped cluster distribution for 100% sky tile
GroupMemoryBarrierWithGroupSync();
#endif
dpt_ma = asfloat(ldsZMax);
if(dpt_ma<=0.0) dpt_ma = VIEWPORT_SCALE_Z; // assume sky pixel
float2 vTileLL = float2(viTilLL.x/(float) iWidth, viTilLL.y/(float) iHeight);