Files
Seele/res/shaders/BasePass.slang
T
2024-08-07 21:52:45 +02:00

39 lines
1.3 KiB
Plaintext

import Common;
import LightEnv;
import MaterialParameter;
import MATERIAL_FILE_NAME;
struct LightCullingData
{
RWStructuredBuffer<uint> lightIndexList;
RWTexture2D<uint2> lightGrid;
};
ParameterBlock<LightCullingData> pLightCullingData;
[shader("pixel")]
float4 fragmentMain(in FragmentParameter params) : SV_Target
{
LightingParameter lightingParams = params.getLightingParameter();
MaterialParameter materialParams = params.getMaterialParameter();
let brdf = Material.prepare(materialParams);
uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for(uint i = 0; i < pLightEnv.numPointLights; ++i)
{
//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
result += brdf.evaluateAmbient();
// gamma correction
//result = result / (result + float3(1.0));
//result = pow(result, float3(1.0/2.2));
return float4(result, brdf.getAlpha());
}