diff --git a/res/shaders/BasePass.slang b/res/shaders/BasePass.slang index a6f4f3a..2162b54 100644 --- a/res/shaders/BasePass.slang +++ b/res/shaders/BasePass.slang @@ -20,14 +20,18 @@ float4 fragmentMain(in FragmentParameter params) : SV_Target LightingParameter lightingParams = params.getLightingParameter(); MaterialParameter materialParams = params.getMaterialParameter(); let brdf = pMaterial.prepare(materialParams); + uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE)); + uint startOffset = pLightCullingData.oLightGrid[tileIndex].x; + uint lightCount = pLightCullingData.oLightGrid[tileIndex].y; float3 result = float3(0, 0, 0); for(int i = 0; i < pLightEnv.numDirectionalLights; ++i) { result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf); } - for(int i = 0; i < pLightEnv.numPointLights; ++i) + for(uint i = 0; i < lightCount; ++i) { - result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf); + uint lightIndex = pLightCullingData.oLightIndexList[startOffset + lightCount]; + result += pLightEnv.pointLights[lightIndex].illuminate(lightingParams, brdf); } return float4(result, 1.0f); } diff --git a/res/shaders/LightCulling.slang b/res/shaders/LightCulling.slang index 81950b0..dd44356 100644 --- a/res/shaders/LightCulling.slang +++ b/res/shaders/LightCulling.slang @@ -89,18 +89,18 @@ void cullLights(ComputeShaderInput in) float fMinDepth = asfloat(uMinDepth); float fMaxDepth = asfloat(uMaxDepth); - float minDepthVS = fMinDepth; - float maxDepthVS = fMaxDepth; - float nearClipVS = 0.1f; + float minDepth = fMinDepth; + float maxDepth = fMaxDepth; + float nearClip = 0.1f; - Plane minPlane = {float3(0, 0, -1), -minDepthVS}; + Plane minPlane = {float3(0, 0, -1), -minDepth}; for ( uint i = in.groupIndex; i < pLightEnv.numPointLights; i += BLOCK_SIZE * BLOCK_SIZE ) { PointLight light = pLightEnv.pointLights[i]; float3 lightClip = light.getClipPosition(); //TODO: why doesn't this check go through? - if(light.insideFrustum(groupFrustum, lightClip, nearClipVS, maxDepthVS)) + if(light.insideFrustum(groupFrustum, lightClip, nearClip, maxDepth)) { tAppendLight(i); if(!light.insidePlane(minPlane, lightClip)) diff --git a/res/shaders/lib/LightEnv.slang b/res/shaders/lib/LightEnv.slang index 45a3e0f..23cb76d 100644 --- a/res/shaders/lib/LightEnv.slang +++ b/res/shaders/lib/LightEnv.slang @@ -26,7 +26,7 @@ struct PointLight : ILightEnv float3 illuminate(LightingParameter params, B brdf) { - float3 lightDir_WS = position_WS.xyz - params.position_WS; + float3 lightDir_WS = params.position_WS - position_WS.xyz; float3 lightDir_TS = mul(params.tbn, lightDir_WS); float d = length(lightDir_TS); float illuminance = max(1 - d / colorRange.w, 0);