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if (tileCoord.y < LIGHTCATEGORY_COUNT && tileCoord.x < maxLights + 3) |
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{ |
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PositionInput mousePosInput = GetPositionInput(_MousePixelCoord, _ScreenSize.zw); |
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float depth = LOAD_TEXTURE2D(_CameraDepthTexture, mousePosInput.unPositionSS).x; |
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UpdatePositionInput(depth, _InvViewProjMatrix, GetWorldToViewMatrix(), mousePosInput); |
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float depthMouse = LOAD_TEXTURE2D(_CameraDepthTexture, mousePosInput.unPositionSS).x; |
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UpdatePositionInput(depthMouse, _InvViewProjMatrix, GetWorldToViewMatrix(), mousePosInput); |
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int category = (LIGHTCATEGORY_COUNT - 1) - tileCoord.y; |
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int start; |
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