Somewhat working camera
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@@ -4,18 +4,18 @@ import Common;
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interface ILightEnv
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{
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo);
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo);
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};
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struct DirectionalLight : ILightEnv
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{
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float4 color;
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float4 direction;
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float4 intensity;
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float4 color;
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float4 direction;
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float4 intensity;
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo)
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{
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return intensity.xyz * brdf.evaluate(wo, normalize(direction.xyz), input.worldNormal, input.worldTangent, input.worldBiTangent, color.xyz);
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{
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return intensity.xyz * brdf.evaluate(wo, normalize(direction.xyz), input.worldNormal, input.worldTangent, input.worldBiTangent, color.xyz);
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}
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};
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@@ -25,40 +25,40 @@ struct PointLight : ILightEnv
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float4 colorRange;
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float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 viewDir)
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{
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{
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float3 lightVec = positionWS.xyz - input.worldPosition;
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float d = length(lightVec);
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float3 direction = normalize(lightVec);
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float illuminance = max(1 - d / colorRange.w, 0);
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return illuminance * brdf.evaluate(viewDir, direction, input.worldNormal, input.worldTangent, input.worldBiTangent, colorRange.xyz);
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return illuminance * brdf.evaluate(viewDir, direction, input.worldNormal, input.worldTangent, input.worldBiTangent, colorRange.xyz);
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}
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bool insidePlane(Plane plane)
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{
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bool insidePlane(Plane plane)
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{
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return dot(plane.n, getViewPos().xyz) - plane.d < -colorRange.w;
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}
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}
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bool insideFrustum(Frustum frustum, float zNear, float zFar)
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{
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bool insideFrustum(Frustum frustum, float zNear, float zFar)
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{
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bool result = true;
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if(getViewPos().z - colorRange.w > zNear || getViewPos().z + colorRange.w < zFar)
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{
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result = false;
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}
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for(int i = 0; i < 4 && result; ++i)
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{
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if(insidePlane(frustum.planes[i]))
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{
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result = false;
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}
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}
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return result;
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}
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float3 getViewPos()
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{
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return mul(gViewParams.viewMatrix, positionWS).xyz;
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}
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if(getViewPos().z - colorRange.w > zNear || getViewPos().z + colorRange.w < zFar)
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{
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//result = false;
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}
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for(int i = 0; i < 4 && result; ++i)
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{
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if(insidePlane(frustum.planes[i]))
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{
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//result = false;
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}
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}
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return result;
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}
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float3 getViewPos()
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{
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return mul(gViewParams.viewMatrix, positionWS).xyz;
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}
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};
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layout(set = INDEX_LIGHT_ENV, binding = 0, std430)
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