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Seele/res/shaders/lib/LightEnv.slang
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import MaterialParameter;
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import BRDF;
import Common;
interface ILightEnv
{
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf);
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};
struct DirectionalLight : ILightEnv
{
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float4 color;
float4 direction;
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf)
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{
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float3 lightDir_TS = input.transformWorldToTangent(normalize(direction.xyz));
return brdf.evaluate(input.viewDir_TS, -lightDir_TS, color.xyz);
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}
};
struct PointLight : ILightEnv
{
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float4 position_WS;
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float4 colorRange;
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf)
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{
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float3 position_TS = input.transformWorldToTangent(position_WS.xyz);
float3 lightDir_TS = position_TS - input.position_TS;
float d = length(lightDir_TS);
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float illuminance = max(1 - d / colorRange.w, 0);
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return illuminance * brdf.evaluate(input.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
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}
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bool insidePlane(Plane plane)
{
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return dot(plane.n, getViewPos().xyz) - plane.d < -colorRange.w;
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}
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bool insideFrustum(Frustum frustum, float zNear, float zFar)
{
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bool result = true;
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if(getViewPos().z - colorRange.w > zNear || getViewPos().z + colorRange.w < zFar)
{
//result = false;
}
for(int i = 0; i < 4 && result; ++i)
{
if(insidePlane(frustum.planes[i]))
{
//result = false;
}
}
return result;
}
float3 getViewPos()
{
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return mul(gViewParams.viewMatrix, position_WS).xyz;
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}
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};
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struct LightEnv
{
StructuredBuffer<DirectionalLight> directionalLights;
uint numDirectionalLights;
StructureBuffer<PointLight> pointLights;
uint numPointLights;
};
ParameterBlock<LightEnv> gLightEnv;
//layout(set = INDEX_LIGHT_ENV, binding = 0, std430)
//ShaderBuffer<DirectionalLight> directionalLights;
//layout(set = INDEX_LIGHT_ENV, binding = 1, std430)
//ConstantBuffer<uint> numDirectionalLights;
//layout(set = INDEX_LIGHT_ENV, binding = 2, std430)
//ShaderBuffer<PointLight> pointLights;
//layout(set = INDEX_LIGHT_ENV, binding = 3, std430)
//ConstantBuffer<uint> numPointLights;