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

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import Common;
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struct BoundingSphere
{
float4 centerRadius;
float3 getCenter()
{
return centerRadius.xyz;
}
float getRadius()
{
return centerRadius.w;
}
bool insideFrustum(Frustum frustum)
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{
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bool result = true;
for(int i = 0; i < 4 && result; ++i)
{
if(dot(frustum.sides[i].n, centerRadius.xyz) - frustum.sides[i].d < -getRadius())
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{
result = false;
}
}
return result;
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}
};
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struct AABB
{
float3 min;
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float pad0;
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float3 max;
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float pad1;
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// modified version from https://learnopengl.com/Guest-Articles/2021/Scene/Frustum-Culling
bool insideFrustum(Frustum frustum)
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{
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float3 center = (min + max) * 0.5;
float3 extents = float3(max.x - center.x, max.y - center.y, max.z - center.z);
bool result = true;
for(int i = 0; i < 4 && result; ++i)
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{
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const float r = extents.x * abs(frustum.sides[i].n.x)
+ extents.y * abs(frustum.sides[i].n.y)
+ extents.z * abs(frustum.sides[i].n.z);
const float signedDistance = dot(frustum.sides[i].n, center) - frustum.sides[i].d;
if(signedDistance < -r)
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{
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result = false;
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}
}
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return result;
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}
};