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Seele/res/shaders/lib/LightEnv.slang
T

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import MaterialParameter;
import BRDF;
import Common;
interface ILightEnv
{
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo);
};
struct DirectionalLight : ILightEnv
{
float4 color;
float4 direction;
float4 intensity;
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 wo)
{
return intensity.xyz * brdf.evaluate(wo, direction.xyz, input.worldNormal, input.worldTangent, input.worldBiTangent, color.xyz);
}
};
struct PointLight : ILightEnv
{
float4 positionWS;
float4 positionVS;
float4 colorRange;
float3 illuminate<B:IBRDF>(MaterialFragmentParameter input, B brdf, float3 viewDir)
{
float3 lightVec = positionWS.xyz - input.worldPosition;
float d = length(lightVec);
float3 direction = normalize(lightVec);
float illuminance = max(1 - d / colorRange.w, 0);
return illuminance * brdf.evaluate(viewDir, direction, input.worldNormal, input.worldTangent, input.worldBiTangent, colorRange.xyz);
}
bool insidePlane(Plane plane)
{
return dot(plane.n, positionVS.xyz) - plane.d < -colorRange.w;
}
bool insideFrustum(Frustum frustum, float zNear, float zFar)
{
bool result = true;
//if(positionVS.z - range > zNear || positionVS.z + colorRange.w < zFar)
{
// result = false;
}
for(int i = 0; i < 4 && result; ++i)
{
if(insidePlane(frustum.planes[i]))
{
result = false;
}
}
return result;
}
};
#define MAX_DIRECTIONAL_LIGHTS 4
#define MAX_POINT_LIGHTS 256
struct Lights
{
DirectionalLight directionalLights[MAX_DIRECTIONAL_LIGHTS];
PointLight pointLights[MAX_POINT_LIGHTS];
uint numDirectionalLights;
uint numPointLights;
};
layout(set = 0, binding = 0, std430)
ConstantBuffer<Lights> gLightEnv;