@@ -37,11 +37,11 @@ bool checkPointInView(vec4 point) {
3737 return within(vec3 (- point.w,- point.w,0 .0f), point.xyz, vec3 (point.w));
3838}
3939
40- vec3 minBB = vec3 (0 .0f);
41- vec3 maxBB = vec3 (0 .0f);
42- bool frustumCulled = false;
40+ vec3 _minBB = vec3 (0 .0f);
41+ vec3 _maxBB = vec3 (0 .0f);
42+ bool _frustumCulled = false;
4343
44- float screenSize = 0 .0f;
44+ float _screenSize = 0 .0f;
4545
4646#ifdef TAA
4747vec2 getTAA();
@@ -64,10 +64,10 @@ void setupScreenspace(in UnpackedNode node) {
6464
6565 vec3 basePos = vec3 (((node.pos<< node.lodLevel)- camSecPos)<< 5 )- camSubSecPos;
6666
67- frustumCulled = outsideFrustum(frustum, basePos, float (32 << node.lodLevel));
67+ _frustumCulled = outsideFrustum(frustum, basePos, float (32 << node.lodLevel));
6868
6969 // Fast exit
70- if (frustumCulled ) {
70+ if (_frustumCulled ) {
7171 return ;
7272 }
7373
@@ -123,26 +123,26 @@ void setupScreenspace(in UnpackedNode node) {
123123 ssize += crossMag(C,B);
124124 }
125125 ssize *= 0 .5f;// Half the size since we did both back and front area
126- screenSize = ssize;
126+ _screenSize = ssize;
127127 }
128128
129- minBB = min (min (min (p000, p100), min (p001, p101)), min (min (p010, p110), min (p011, p111)));
130- maxBB = max (max (max (p000, p100), max (p001, p101)), max (max (p010, p110), max (p011, p111)));
129+ _minBB = min (min (min (p000, p100), min (p001, p101)), min (min (p010, p110), min (p011, p111)));
130+ _maxBB = max (max (max (p000, p100), max (p001, p101)), max (max (p010, p110), max (p011, p111)));
131131
132132
133133 #ifdef TAA
134134 vec2 taaValue = getTAA()* 0 .5f;// Note! this might be need tobe *0.5f
135- minBB .xy += taaValue;
136- maxBB .xy += taaValue;
135+ _minBB .xy += taaValue;
136+ _maxBB .xy += taaValue;
137137 #endif
138138
139- minBB = clamp (minBB , vec3 (0 ), vec3 (1 ));
140- maxBB = clamp (maxBB , vec3 (0 ), vec3 (1 ));
139+ _minBB = clamp (_minBB , vec3 (0 ), vec3 (1 ));
140+ _maxBB = clamp (_maxBB , vec3 (0 ), vec3 (1 ));
141141}
142142
143143// Checks if the node is implicitly culled (outside frustum)
144144bool outsideFrustum() {
145- return frustumCulled ;// maxW < 16 is a trick where 16 is the near plane
145+ return _frustumCulled ;// maxW < 16 is a trick where 16 is the near plane
146146
147147 // || any(lessThanEqual(minBB, vec3(0.0f, 0.0f, 0.0f))) || any(lessThanEqual(vec3(1.0f, 1.0f, 1.0f), maxBB));
148148}
@@ -152,10 +152,10 @@ bool isCulledByHiz() {
152152
153153 // Things start breaking down if the area is the entire scree, no idea why, just abort if we hit this case
154154 // if ((maxBB.xy-minBB.xy)==vec2(1.0f)) return false;
155- if (any (lessThan (abs (maxBB .xy- minBB .xy- vec2 (1 .0f)), vec2 (0 .000001f)))) return false;
155+ if (any (lessThan (abs (_maxBB .xy- _minBB .xy- vec2 (1 .0f)), vec2 (0 .000001f)))) return false;
156156
157157 ivec2 ssize = ivec2 (packedHizSize>> 16 ,packedHizSize& 0xFFFF);
158- vec2 size = (maxBB .xy- minBB .xy)* ssize;
158+ vec2 size = (_maxBB .xy- _minBB .xy)* ssize;
159159 float miplevel = log2 (max (max (size.x, size.y),1 ));
160160
161161 miplevel = floor (miplevel)- 1 ;
@@ -164,8 +164,8 @@ bool isCulledByHiz() {
164164
165165 int ml = int (miplevel);
166166 ssize = max (ivec2 (1 ), ssize>> ml);
167- ivec2 mxbb = min (ivec2 (ceil (maxBB .xy* ssize)),ssize- 1 );
168- ivec2 mnbb = ivec2 (floor (minBB .xy* ssize));
167+ ivec2 mxbb = min (ivec2 (ceil (_maxBB .xy* ssize)),ssize- 1 );
168+ ivec2 mnbb = ivec2 (floor (_minBB .xy* ssize));
169169
170170 float pointSample = - 1 .0f;
171171 // float pointSample2 = 0.0f;
@@ -178,13 +178,13 @@ bool isCulledByHiz() {
178178 }
179179 }
180180 // pointSample = mix(pointSample, pointSample2, pointSample<=0.000001f);
181- return pointSample< minBB .z- 0 .000001f;;// //(minBB.z*2-1);
181+ return pointSample< _minBB .z- 0 .000001f;;// //(minBB.z*2-1);
182182}
183183
184184
185185
186186// Returns if we should decend into its children or not
187187bool shouldDecend() {
188- return screenSize > minSSS;
188+ return _screenSize > minSSS;
189189}
190190
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