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

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const static float PI = 3.1415926535897932f;
const static uint MAX_PARTICLES = 65536;
const static uint BLOCK_SIZE = 8;
cbuffer ScreenToViewParams
{
float4x4 inverseProjection;
float2 screenDimensions;
}
// Convert clip space coordinates to view space
float4 clipToView( float4 clip )
{
// View space position.
float4 view = mul( inverseProjection, clip );
// Perspective projection.
view = view / view.w;
return view;
}
// Convert screen space coordinates to view space.
float4 screenToView( float4 screen )
{
// Convert to normalized texture coordinates
float2 texCoord = screen.xy / screenDimensions;
// Convert to clip space
float4 clip = float4( float2( texCoord.x, -texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w );
return clipToView( clip );
}
struct Plane
{
float3 n;
float d;
float3 p0;
float3 p1;
float3 p2;
};
struct Frustum
{
Plane planes[4];
};
Plane computePlane(float3 p0, float3 p1, float3 p2)
{
Plane plane;
float3 v0 = p2 - p0;
float3 v2 = p1 - p0;
plane.n = normalize(cross(v0, v2));
plane.d = dot(plane.n, p0);
plane.p0 = p0;
plane.p1 = p1;
plane.p2 = p2;
return plane;
}