Lighting still looks horrible, but whatever for now
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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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