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Seele/res/shaders/raytracing/Callable.slang
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import Common;
import RayTracingData;
import MaterialParameter;
import LightEnv;
import MATERIAL_FILE_NAME;
[shader("callable")]
void callable(inout CallablePayload payload)
{
LightingParameter lightingParams = payload.params.getLightingParameter();
MaterialParameter materialParams = payload.params.getMaterialParameter();
let brdf = Material.prepare(materialParams);
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for(uint i = 0; i < pLightEnv.numPointLights; ++i)
{
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
result += brdf.evaluateAmbient();
// gamma correction
result = result / (result + float3(1.0));
result = pow(result, float3(1.0/2.2));
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payload.color = result;
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}