pub const LIGHT_CULLING_WGSL: &'static str;Expand description
Light culling compute shader for Forward+ rendering.
Performs tile-based light culling by:
- Computing frustum planes for each 16x16 pixel tile
- Testing each light against the tile frustum
- Building a per-tile light index list
Outputs:
light_index_list: Indices of lights affecting each tilelight_grid: (offset, count) pairs per tile