struct Plane { float4 nd; float3 getNormal() { return nd.xyz; } float getDistance() { return nd.w; } bool pointInside(float3 point) { return dot(getNormal(), point) - getDistance() > 0.0f; } }; struct Frustum { Plane sides[4]; bool pointInside(float3 point) { for(int p = 0; p < 4; ++p) { if(!sides[p].pointInside(point)) { return false; } } return true; } }; Plane computePlane(float3 p0, float3 p1, float3 p2) { Plane plane; float3 v0 = p1 - p0; float3 v2 = p2 - p0; float3 n = normalize(cross(v0, v2)); float d = dot(n, p0); plane.nd = float4(n, d); return plane; }