Clustered shading applied to a single-pass-stereo deferred renderer.
Lights are culled against a viewspace bounding box grid that is generated from the (skewed / off-axis) projection matrices specific to each eye.
Culling and shading is performed in a single pass, no looping over eyes or duplicated vertex processing stages.
Now scenes can contain a large number of lights with a time complexity that decouples the geometric and light terms.
Debug colours signify the number of lights affecting each cluster (Red = 0, Green = 1, Yellow = 2, Blue = 3, Magenta = 4)