34 lines
923 B
Plaintext
34 lines
923 B
Plaintext
import Common;
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import LightEnv;
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import Material;
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import MaterialParameter;
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struct LightCullingData
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{
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RWStructuredBuffer<uint> oLightIndexList;
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RWStructuredBuffer<uint> tLightIndexList;
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RWTexture2D<uint2> oLightGrid;
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RWTexture2D<uint2> tLightGrid;
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};
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layout(set=5)
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ParameterBlock<LightCullingData> pLightCullingData;
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[shader("pixel")]
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float4 fragmentMain(in FragmentParameter params) : SV_Target
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{
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LightingParameter lightingParams = params.getLightingParameter();
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let brdf = pMaterial.prepare(params.getMaterialParameter());
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float3 result = float3(0, 0, 0);
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for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
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{
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result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
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}
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for(int i = 0; i < pLightEnv.numPointLights; ++i)
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{
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result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
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}
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return float4(result, 1.0f);
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}
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