Lighting still looks horrible, but whatever for now
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+124
-7
@@ -3,22 +3,48 @@ import Common;
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interface IBRDF
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{
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float3 evaluate(float3x3 tbn, float3 viewDir_WS, float3 lightDir_WS, float3 lightColor);
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float3 evaluateAmbient();
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};
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struct Phong : IBRDF
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{
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float3 baseColor;
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float3 specular;
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float3 normal;
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float3 ambient;
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float shininess;
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__init()
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{
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normal = float3(0, 0, 1);
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}
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float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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{
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float3 n = normalize(normal);
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float3 nDotL = dot(n, lightDir_TS);
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float3 r = 2 * (nDotL) * n - lightDir_TS;
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float rDotV = dot(r, viewDir_TS);
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return baseColor * max(nDotL, 0.0) * lightColor + specular * pow(max(rDotV, 0.0), shininess) * lightColor;
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}
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float3 evaluateAmbient()
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{
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return ambient;
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}
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};
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struct BlinnPhong : IBRDF
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{
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float3 baseColor;
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float metallic;
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float3 specularColor;
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float3 normal;
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float roughness;
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float sheen;
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float3 ambient;
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__init()
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{
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metallic = 0;
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normal = float3(0, 0, 1);
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roughness = 0.5;
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sheen = 1;
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}
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float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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@@ -28,7 +54,12 @@ struct BlinnPhong : IBRDF
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float specular = saturate(dot(normal_TS, h));
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return baseColor * (diffuse + specular) * lightColor;
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return baseColor;//((baseColor * diffuse) + (specularColor * specular)) * lightColor;
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}
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float3 evaluateAmbient()
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{
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return ambient;
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}
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};
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@@ -58,4 +89,90 @@ struct CelShading : IBRDF
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return darkenedBase * lightColor;
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}
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}
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float3 evaluateAmbient()
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{
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return float3(0, 0, 0);
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}
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};
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// https://learnopengl.com/PBR/Theory
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struct CookTorrance : IBRDF
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{
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float3 baseColor;
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float3 normal;
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float roughness;
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float metallic;
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float ambientOcclusion;
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__init()
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{
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normal = float3(0, 0, 1);
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roughness = 0;
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metallic = 0;
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ambientOcclusion = 1;
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}
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float TrowbridgeReitzGGX(float3 normal, float3 halfway)
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{
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float a_sqr = roughness * roughness;
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float nDotH = max(dot(normal, halfway), 0.0);
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float nDotH_sqr = nDotH * nDotH;
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float denom = (nDotH_sqr * (a_sqr - 1.0) + 1.0);
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return a_sqr / (PI * denom * denom);
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}
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float SchlickGGX(float nDotV, float k)
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{
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return nDotV / (nDotV * (1.0 - k) + k);
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}
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float Smith(float3 normal, float3 view, float3 light)
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{
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float k = (roughness + 1);
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k = (k * k) / 8;
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float nDotV = max(dot(normal, view), 0.0);
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float nDotL = max(dot(normal, light), 0.0);
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float ggx1 = SchlickGGX(nDotV, k);
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float ggx2 = SchlickGGX(nDotL, k);
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return ggx1 * ggx2;
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}
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float3 FresnelSchlick(float cosTheta, float3 F0)
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{
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return F0 + (1.0 - F0) * pow(clamp(1.0 - cosTheta, 0.0, 1.0), 5.0);
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}
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float3 evaluate(float3x3 tbn, float3 viewDir_TS, float3 lightDir_TS, float3 lightColor)
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{
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float3 n = normalize(normal);
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float3 h = normalize(lightDir_TS + viewDir_TS);
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float3 F0 = float3(0.04);
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F0 = lerp(F0, baseColor, metallic);
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float3 F = FresnelSchlick(max(dot(h, viewDir_TS), 0.0), F0);
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float NDF = TrowbridgeReitzGGX(n, h);
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float G = Smith(n, viewDir_TS, lightDir_TS);
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float3 num = NDF * G * F;
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float denom = 4.0 * max(dot(n, viewDir_TS), 0.0) * max(dot(n, lightDir_TS), 0.0) + 0.000001;
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float3 specular = num / denom;
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float3 k_s = F;
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float3 k_d = float3(1.0) - k_s;
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k_d *= 1.0 - metallic;
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float nDotL = max(dot(n, lightDir_TS), 0.0);
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float3 result = (k_d * baseColor / PI + specular) * nDotL * lightColor;
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return baseColor;//result * ambientOcclusion;
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}
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float3 evaluateAmbient()
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{
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return float3(0.03) * baseColor * ambientOcclusion;
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}
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};
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@@ -11,15 +11,12 @@ struct BoundingSphere
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{
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return centerRadius.w;
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}
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bool insideFrustum(float4x4 transform, Frustum frustum)
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bool insideFrustum(Frustum frustum)
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{
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float3 transformed = mul(transform, float4(getCenter(), 1)).xyz;
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float maxScale = max(max(transform[0][0], transform[1][1]), transform[2][2]);
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float scaledRange = getRadius() * maxScale;
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bool result = true;
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for(int i = 0; i < 4 && result; ++i)
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{
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if(dot(frustum.sides[i].n, transformed) - frustum.sides[i].d < -scaledRange)
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if(dot(frustum.sides[i].n, centerRadius.xyz) - frustum.sides[i].d < -getRadius())
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{
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result = false;
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}
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@@ -34,20 +31,20 @@ struct AABB
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float pad0;
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float3 max;
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float pad1;
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bool insideFrustum(float4x4 transform, Frustum frustum)
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bool insideFrustum(Frustum frustum)
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{
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float4 corners[8];
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corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f));
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corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f));
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corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f));
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corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f));
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corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f));
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corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f));
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corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f));
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corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f));
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float3 corners[8];
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corners[0] = float3(min.x, min.y, min.z);
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corners[1] = float3(min.x, min.y, max.z);
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corners[2] = float3(min.x, max.y, min.z);
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corners[3] = float3(min.x, max.y, max.z);
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corners[4] = float3(max.x, min.y, min.z);
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corners[5] = float3(max.x, min.y, max.z);
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corners[6] = float3(max.x, max.y, min.z);
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corners[7] = float3(max.x, max.y, max.z);
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for(int i = 0; i < 8; ++i)
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{
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if(frustum.pointInside(corners[i].xyz))
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if(frustum.pointInside(corners[i]))
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{
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return true;
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}
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@@ -1,10 +1,10 @@
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const static float PI = 3.1415926535897932f;
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const static uint MAX_PARTICLES = 65536;
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const static uint BLOCK_SIZE = 32;
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struct ViewParameter
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{
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float4x4 viewMatrix;
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float4x4 inverseViewMatrix;
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float4x4 projectionMatrix;
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float4x4 inverseProjection;
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float4 cameraPos_WS;
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@@ -13,6 +13,24 @@ struct ViewParameter
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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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{
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float4 model = mul(inverseTransform, world);
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model = model / model.w;
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return model;
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}
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float4 viewToWorld(float4 view)
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{
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float4 world = mul(pViewParams.inverseViewMatrix, view);
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world = world / world.w;
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return world;
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}
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float4 clipToView(float4 clip)
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{
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float4 view = mul(pViewParams.inverseProjection, clip);
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@@ -32,6 +50,15 @@ float4 screenToView(float4 screen)
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return clipToView(clip);
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}
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float4 screenToModel(float4x4 inverseTransform, float4 screen)
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{
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float4 view = screenToView(screen);
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float4 world = viewToWorld(view);
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return worldToModel(inverseTransform, world);
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}
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struct Plane
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{
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float3 n;
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@@ -2,7 +2,7 @@ import Bounding;
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struct MeshletDescription
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{
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BoundingSphere bounding;
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AABB bounding;
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uint32_t vertexCount;
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uint32_t primitiveCount;
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uint32_t vertexOffset;
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@@ -13,13 +13,13 @@ struct MeshletDescription
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struct MeshData
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{
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BoundingSphere bounding;
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uint32_t numMeshlets;
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uint32_t meshletOffset;
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uint32_t firstIndex;
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uint32_t numIndices;
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uint32_t indicesOffset;
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uint32_t pad0[3];
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AABB bounding;
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uint32_t numMeshlets;
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uint32_t meshletOffset;
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uint32_t firstIndex;
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uint32_t numIndices;
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uint32_t indicesOffset;
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uint32_t pad0[3];
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};
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static const uint MAX_VERTICES = 256;
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@@ -31,6 +31,7 @@ static const uint MAX_MESHLETS_PER_MESH = 512;
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struct InstanceData
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{
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float4x4 transformMatrix;
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float4x4 inverseTransformMatrix;
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};
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struct Scene
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