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Seele/res/shaders/ComputeFrustums.slang
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2020-06-02 11:46:18 +02:00

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import LightEnv;
import Common;
struct ComputeShaderInput
{
uint3 groupID : SV_GroupID;
uint3 groupThreadID : SV_GroupThreadID;
uint3 dispatchThreadID : SV_DispatchThreadID;
uint groupIndex : SV_GroupIndex;
};
layout(set = 0, binding = 0)
cbuffer DispatchParams
{
uint3 numThreadGroups;
uint pad0;
uint3 numThreads;
uint pad1;
}
layout(set = 0, binding = 2)
RWStructuredBuffer<Frustum> out_Frustums;
[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
[shader("compute")]
void computeFrustums(ComputeShaderInput in)
{
const float3 eyePos = float3(0,0,0);
float4 screenSpace[4];
screenSpace[0] = float4(in.dispatchThreadID.xy * BLOCK_SIZE, 1.0f, 1.0f);
screenSpace[1] = float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y) * BLOCK_SIZE, 1.0f, 1.0f);
screenSpace[2] = float4(float2(in.dispatchThreadID.x, in.dispatchThreadID.y + 1) * BLOCK_SIZE, 1.0f, 1.0f);
screenSpace[3] = float4(float2(in.dispatchThreadID.x + 1, in.dispatchThreadID.y + 1) * BLOCK_SIZE, 1.0f, 1.0f);
//Convert to viewSpace
float3 viewSpace[4];
for(int i = 0; i < 4; i++)
{
viewSpace[i] = screenToView(screenSpace[i]).xyz;
}
//Compute frustum
Frustum frustum;
frustum.planes[0] = computePlane(eyePos, viewSpace[0], viewSpace[2]);
frustum.planes[1] = computePlane(eyePos, viewSpace[3], viewSpace[1]);
frustum.planes[2] = computePlane(eyePos, viewSpace[1], viewSpace[0]);
frustum.planes[3] = computePlane(eyePos, viewSpace[2], viewSpace[3]);
if(in.dispatchThreadID.x < numThreads.x && in.dispatchThreadID.y < numThreads.y)
{
uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * numThreads.x);
out_Frustums[index] = frustum;
}
}