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Seele/res/shaders/BasePass.slang
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import Common;
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import LightEnv;
import Material;
import MaterialParameter;
struct LightCullingData
{
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RWStructuredBuffer<uint> lightIndexList;
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RWTexture2D<uint2> lightGrid;
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};
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layout(set=5)
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ParameterBlock<LightCullingData> pLightCullingData;
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[shader("pixel")]
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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();
let brdf = pMaterial.prepare(materialParams);
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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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result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for(uint i = 0; i < pLightEnv.numPointLights; ++i)
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{
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//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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return float4(params.vertexColor, 1.0f);
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}