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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;
bool insideFrustum(Frustum frustum)
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{
float3 corners[8];
corners[0] = float3(min.x, min.y, min.z);
corners[1] = float3(min.x, min.y, max.z);
corners[2] = float3(min.x, max.y, min.z);
corners[3] = float3(min.x, max.y, max.z);
corners[4] = float3(max.x, min.y, min.z);
corners[5] = float3(max.x, min.y, max.z);
corners[6] = float3(max.x, max.y, min.z);
corners[7] = float3(max.x, max.y, max.z);
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for(int i = 0; i < 8; ++i)
{
if(frustum.pointInside(corners[i]))
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{
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return true;
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}
}
return false;
}
};