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Seele/res/shaders/lib/AABB.slang
T

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2023-10-24 15:01:09 +02:00
import Common;
struct AABB
{
float3 min;
float3 max;
bool insideFrustum(float4x4 transform, Frustum frustum)
{
float3 corners[8];
corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f)).xyz;
corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f)).xyz;
corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f)).xyz;
corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f)).xyz;
corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f)).xyz;
corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f)).xyz;
corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f)).xyz;
corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f)).xyz;
for(int i = 0; i < 8; ++i)
{
if(frustum.pointInside(corners[i]))
{
return true;
}
}
return false;
}
};