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Seele/res/shaders/ForwardPlus.slang
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import Common;
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import LightEnv;
import BRDF;
import Material;
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import VERTEX_INPUT_IMPORT;
import MATERIAL_IMPORT;
import PrimitiveSceneData;
import MaterialParameter;
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layout(set = INDEX_LIGHT_ENV, binding = 1)
StructuredBuffer<uint> lightIndexList;
layout(set = INDEX_LIGHT_ENV, binding = 2)
RWTexture2D<uint2> lightGrid;
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struct VertexStageOutput
{
ShaderAttributeInterpolation shaderAttributeInterpolation : Interpolation;
VertexValueCache cache : ShaderCache;
float4 position : SV_Position;
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};
[shader("vertex")]
VertexStageOutput vertexMain(
VertexShaderInput input)
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{
VertexStageOutput output;
VertexValueCache cache = input.getVertexCache();
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float3 worldPosition = input.getWorldPosition();
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worldPosition += gMaterial.getWorldOffset();
float4 clipSpacePosition;
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float3x3 tangentToLocal = cache.getTangentToLocal();
MaterialVertexParameter vertexParams = input.getMaterialVertexParameters(cache, worldPosition, tangentToLocal);
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float4 viewSpacePosition = mul(gViewParams.viewMatrix, float4(worldPosition, 1));
clipSpacePosition = mul(gViewParams.projectionMatrix, viewSpacePosition);
output.position = clipSpacePosition;
output.shaderAttributeInterpolation = input.getInterpolants(cache, vertexParams);
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output.cache = cache;
return output;
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}
[shader("fragment")]
float4 fragmentMain(
ShaderAttributeInterpolation input : Interpolation,
VertexValueCache cache : ShaderCache,
float4 position : SV_Position
) : SV_Target
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{
MaterialFragmentParameter materialParams = input.getMaterialParameter(position);
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TMaterial.BRDF brdf = gMaterial.prepare(materialParams);
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float3 viewDir = normalize(materialParams.viewDir);
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float3 result = float3(0, 0, 0);
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for (int i = 0; i < gLightEnv[0].numDirectionalLights; i++)
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{
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result += gLightEnv[0].directionalLights[i].illuminate(materialParams, brdf, viewDir);
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}
uint2 tileIndex = uint2(floor(materialParams.clipPosition.xy) / BLOCK_SIZE);
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uint startOffset = lightGrid[tileIndex].x;
uint lightCount = lightGrid[tileIndex].y;
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for (int j = 0; j < gLightEnv[0].numPointLights; ++j)
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{
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uint lightIndex = lightIndexList[startOffset + j];
PointLight pointLight = gLightEnv[0].pointLights[lightIndex];
result += pointLight.illuminate(materialParams, brdf, viewDir);
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}
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return float4(result, 0);
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}