Shadows do at least something
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@@ -17,15 +17,24 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target
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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;
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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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float4 lightSpacePos = mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1));
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float3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
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projCoords = projCoords * 0.5 + 0.5;
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float closestDepth = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, projCoords.xy).r;
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float currentDepth = projCoords.z;
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float bias = max(0.05 * (1.0 - dot(brdf.getNormal(), pLightEnv.directionalLights[i].direction.xyz)), 0.005);
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float shadow = currentDepth > closestDepth - bias ? 1.0 : 0.0;
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result += 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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for (uint i = 0; i < pLightEnv.numPo; ++i)
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{
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uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
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result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf);
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@@ -19,7 +19,7 @@ struct ViewParameter
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uint frameIndex;
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float time;
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};
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layout(set = 0)
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layout(set=0)
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ParameterBlock<ViewParameter> pViewParams;
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float4 worldToModel(float4x4 inverseTransform, float4 world)
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@@ -11,25 +11,11 @@ struct DirectionalLight : ILightEnv
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float4 color;
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float4 direction;
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float4x4 lightSpaceMatrix;
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Texture2D shadowMap;
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SamplerState shadowSampler;
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float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
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{
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float3 dir_WS = -normalize(direction.xyz);
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float3 color = brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz * color.w);
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float4 lightSpacePos = mul(lightSpaceMatrix, float4(params.position_WS, 1));
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float3 projCoords = lightSpacePos.xyz / lightSpacePos.w;
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projCoords = projCoords * 0.5 + 0.5;
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float closestDepth = shadowMap.Sample(shadowSampler, projCoords.xy).r;
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float currentDepth = projCoords.z;
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float bias = max(0.05 * (1.0 - dot(brdf.getNormal(), direction.xyz)), 0.005);
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float shadow = currentDepth - bias > closestDepth ? 1.0 : 0.0;
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if (projCoords.z > 1.0)
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shadow = 0;
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return shadow * color;
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return brdf.evaluate(params.viewDir_WS, dir_WS, color.xyz);
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}
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};
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@@ -76,6 +62,8 @@ struct PointLight : ILightEnv
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struct LightEnv
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{
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StructuredBuffer<DirectionalLight> directionalLights;
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Texture2D shadowMap; // todo: not an array
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SamplerState shadowSampler;
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uint numDirectionalLights;
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StructuredBuffer<PointLight> pointLights;
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uint numPointLights;
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@@ -136,8 +136,7 @@ struct VertexAttributes
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{
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float4 modelPos = float4(position_MS, 1);
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float4 worldPos = mul(transformMatrix, modelPos);
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float4 viewPos = mul(pViewParams.viewMatrix, worldPos);
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float4 clipPos = mul(pViewParams.projectionMatrix, viewPos);
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float4 clipPos = mul(pViewParams.viewProjectionMatrix, worldPos);
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FragmentParameter result;
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result.position_CS = clipPos;
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#ifndef POS_ONLY
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