import Common; struct BoundingSphere { float4 centerRadius; float3 getCenter() { return centerRadius.xyz; } float getRadius() { return centerRadius.w; } bool insideFrustum(float4x4 transform, Frustum frustum) { float3 transformed = mul(transform, float4(getCenter(), 1)).xyz; float maxScale = max(max(transform[0][0], transform[1][1]), transform[2][2]); float scaledRange = getRadius() * maxScale; bool result = true; for(int i = 0; i < 4 && result; ++i) { if(dot(frustum.sides[i].n, transformed) - frustum.sides[i].d < scaledRange) { result = false; } } return result; } }; struct AABB { float3 min; float pad0; float3 max; float pad1; bool insideFrustum(float4x4 transform, Frustum frustum) { float4 corners[8]; corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f)); corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f)); corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f)); corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f)); corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f)); corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f)); corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f)); corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f)); for(int i = 0; i < 8; ++i) { float3 adjusted = corners[i].xyz / corners[i].w; if(frustum.pointInside(corners[i].xyz)) { return true; } } return false; } };