g_vLayeredLightList[offs++] = coarseList[l] - shiftIndex[lightCategory]; // reflection lights will be last since we sorted
}
}
GroupMemoryBarrierWithGroupSync();
#endif
const int idxCoarse = coarseList[l];
[branch]if (_LightVolumeData[idxCoarse].lightVolume != LIGHTVOLUMETYPE_SPHERE) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
[branch]if (_LightVolumeData[idxCoarse].lightVolume != LIGHTVOLUMETYPE_SPHERE) // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
if(canEnter) canEnter = g_vLightData[idxCoarse].lightType!=SPHERE_LIGHT; // don't bother doing edge tests for sphere lights since these have camera aligned bboxes.
[branch]if(canEnter)
const float3 boxX = lgtDat.boxAxisX.xyz;
const float3 boxY = lgtDat.boxAxisY.xyz;
const float3 boxZ = -lgtDat.boxAxisZ.xyz;// flip axis (so it points away from the light direction for a spot-light)
const float3 boxZ = -lgtDat.boxAxisZ.xyz;// flip axis (so it points away from the light direction for a spot-light)