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Cleanup.
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@@ -7,10 +7,10 @@
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* References:
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* References:
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*
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*
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* Experiments in GPU-based occlusion culling
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* Experiments in GPU-based occlusion culling
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* https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
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* https://web.archive.org/web/20180920045301/https://interplayoflight.wordpress.com/2017/11/15/experiments-in-gpu-based-occlusion-culling/
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*
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*
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* Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding
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* Experiments in GPU-based occlusion culling part 2: MultiDrawIndirect and mesh lodding
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* https://interplayoflight.wordpress.com/2018/01/15/experiments-in-gpu-based-occlusion-culling-part-2-multidrawindirect-and-mesh-lodding/
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* https://web.archive.org/web/20180920045332/https://interplayoflight.wordpress.com/2018/01/15/experiments-in-gpu-based-occlusion-culling-part-2-multidrawindirect-and-mesh-lodding/
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*/
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*/
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#include "common.h"
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#include "common.h"
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@@ -1,9 +1,13 @@
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/*
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/*
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* Copyright 2018 Eric Arnebäck. All rights reserved.
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* Copyright 2018 Eric Arnebäck. All rights reserved.
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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* License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause
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*/
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* The bloom effect was based on the following presentation:
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/*
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* http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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* References:
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*
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* Next Generation Post Processing in Call of Duty: Advanced Warfare
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* https://web.archive.org/web/20180920045230/http://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare
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*/
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*/
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#include "common.h"
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#include "common.h"
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