Fixed row width (in texels) for WebGL2's cluster grid/index data textures -- there is no 1D
texture target in WebGL2, so the flat cluster/index arrays are laid out as
ivec2(i % CLUSTER_TEX_WIDTH, i / CLUSTER_TEX_WIDTH) on a 2D texture instead. Must match the
CLUSTER_TEX_WIDTH constant in light_calc.frag.glsl/light_calc_pbr.frag.glsl exactly.
Fixed row width (in texels) for WebGL2's cluster grid/index data textures -- there is no 1D texture target in WebGL2, so the flat cluster/index arrays are laid out as
ivec2(i % CLUSTER_TEX_WIDTH, i / CLUSTER_TEX_WIDTH)on a 2D texture instead. Must match theCLUSTER_TEX_WIDTHconstant inlight_calc.frag.glsl/light_calc_pbr.frag.glslexactly.