
1. Block-Wise Linear Binary Grids for Fast Ray-Casting Operations 499
float3 f3CPos = f3CPosOrg ;
adr . z =0;
adr . y = int ( tc . y g_vRSMDimensions . y +(−LFS )+i2Off . y );
// Loop over sparse VPL kernel
for ( float row = −LFS ; row <= LFS ; row += 6 . 0 f , adr . y += 6 )
{
adr . x = int ( tc . x g_vRSMDimensions . x +(−LFS )+i2Off . x );
for( float col = −LFS ; col <= LFS ; col += 6 . 0 f , adr . x += 6 )
{
float3 f3Pos , f3Col , f3N ;
// Unpack G−buffer data
float3 f3Col , f3Pos , f3N ;
GetGBufferData ( f3Col , f3Pos , f3N );
// Compute indirect light contribution
float3 f3D = f3Pos . xyz − f3CPosOrg . xyz ;
float fLen = length( f3D );
float fInvLen