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Seele/res/shaders/BasePass.slang
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import Common;
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import LightEnv;
import MaterialParameter;
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import MATERIAL_FILE_NAME;
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struct LightCullingData
{
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RWStructuredBuffer<uint> lightIndexList;
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RWTexture2D<uint2> lightGrid;
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};
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ParameterBlock<LightCullingData> pLightCullingData;
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[shader("pixel")]
float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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LightingParameter lightingParams = params.getLightingParameter();
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MaterialParameter materialParams = params.getMaterialParameter();
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var brdf = Material.prepare(materialParams);
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brdf.setNormal(normalize(params.normal_WS));
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uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
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uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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float4 lightSpacePos = mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1));
float3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
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projCoords.xy = projCoords.xy * 0.5 + 0.5;
projCoords.z /= 2;
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float closestDepth = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, projCoords.xy).r;
float currentDepth = projCoords.z;
float bias = max(0.05 * (1.0 - dot(brdf.getNormal(), pLightEnv.directionalLights[i].direction.xyz)), 0.005);
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float shadow = currentDepth + bias < closestDepth ? 1.0 : 0.0;
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result += float3(currentDepth, 0, 0);//shadow * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for (uint i = 0; i < lightCount; ++i)
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{
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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}
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result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
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return float4(result, brdf.getAlpha());
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}