message: improve triangle culling in Layered Cube Map Shadows
diff: @@ -15,13 +15,15 @@ void main()
  // can comment this clip-space culling in and out, but my guess is that the rasterizer pipeline in most GPUs does this already!
  mat4x3 cullingMatrix = transpose(clipPos);
  - for (int i=0; i<3; i++)
  + for (int i=0; i<2; i++)
  {
  - if (all(greaterThan(cullingMatrix[i],cullingMatrix[3])))
  - return;
  - if (all(lessThan(cullingMatrix[i],-cullingMatrix[3])))
  + if (all(greaterThan(cullingMatrix[i],cullingMatrix[3])) || all(lessThan(cullingMatrix[i],-cullingMatrix[3])))
  return;
  }
  + // realy optional stuff if you already have good CPU culling
  + // I'm working in [0,1] or [1,0] depth range
  + if (all(greaterThan(cullingMatrix[2],cullingMatrix[3])) || all(lessThan(cullingMatrix[2],vec3(0.0))))
  + return;
  // emit
  for (int i=0; i<3; i++)
  