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

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import Common;
struct BoundingSphere
{
float4 centerRadius;
float3 getCenter()
{
return centerRadius.xyz;
}
float getRadius()
{
return centerRadius.w;
}
bool pointInside(float3 p)
{
if(abs(getCenter() - p) > getRadius())
{
return false;
}
return true;
}
bool insideFrustum(float4x4 transform, Frustum frustum)
{
}
};
struct AABB
{
float3 min;
float pad0;
float3 max;
float pad1;
bool insideFrustum(float4x4 transform, Frustum frustum)
{
float4 corners[8];
corners[0] = mul(transform, float4(min.x, min.y, min.z, 1.0f));
corners[1] = mul(transform, float4(min.x, min.y, max.z, 1.0f));
corners[2] = mul(transform, float4(min.x, max.y, min.z, 1.0f));
corners[3] = mul(transform, float4(min.x, max.y, max.z, 1.0f));
corners[4] = mul(transform, float4(max.x, min.y, min.z, 1.0f));
corners[5] = mul(transform, float4(max.x, min.y, max.z, 1.0f));
corners[6] = mul(transform, float4(max.x, max.y, min.z, 1.0f));
corners[7] = mul(transform, float4(max.x, max.y, max.z, 1.0f));
for(int i = 0; i < 8; ++i)
{
float3 adjusted = corners[i].xyz / corners[i].w;
if(frustum.pointInside(adjusted))
{
return true;
}
}
return false;
}
};