Viewport controls
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@@ -38,7 +38,7 @@ void computeFrustums(ComputeShaderInput in)
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for(int i = 0; i < 4; i++)
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{
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viewSpace[i] = screenToView(screenSpace[i]).xyz;
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viewSpace[i] = screenToClip(screenSpace[i]).xyz;
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}
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//Compute frustum
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@@ -105,9 +105,9 @@ void cullLights(ComputeShaderInput in)
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float fMinDepth = asfloat(uMinDepth);
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float fMaxDepth = asfloat(uMaxDepth);
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float minDepthVS = clipToView(float4(0, 0, fMinDepth, 1)).z;
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float maxDepthVS = clipToView(float4(0, 0, fMaxDepth, 1)).z;
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float nearClipVS = clipToView(float4(0, 0, 0, 1.0f)).z;
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float minDepthVS = fMinDepth;
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float maxDepthVS = fMaxDepth;
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float nearClipVS = 0.1f;
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Plane minPlane = {float3(0, 0, -1), -minDepthVS};
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@@ -6,34 +6,21 @@ struct ViewParameter
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{
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float4x4 viewMatrix;
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float4x4 projectionMatrix;
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float4x4 inverseProjection;
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float4 cameraPos_WS;
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float2 screenDimensions;
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}
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layout(set = INDEX_VIEW_PARAMS, binding = 0, std430)
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ConstantBuffer<ViewParameter> gViewParams;
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// Convert clip space coordinates to view space
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float4 clipToView( float4 clip )
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{
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// View space position.
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float4 view = mul( gViewParams.inverseProjection, clip );
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// Perspective projection.
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view = view / view.w;
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return view;
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}
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// Convert screen space coordinates to view space.
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float4 screenToView( float4 screen )
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float4 screenToClip( float4 screen )
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{
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// Convert to normalized texture coordinates
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float2 texCoord = screen.xy / gViewParams.screenDimensions;
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// Convert to clip space
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float4 clip = float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
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return clipToView( clip );
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// Convert to clip space
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return float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
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}
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struct Plane
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