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

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import Common;
import BRDF;
import MaterialParameter;
interface ILightEnv
{
float3 illuminate<B:IBRDF>(LightingParameter input, B brdf);
};
struct DirectionalLight : ILightEnv
{
float4 color;
float4 direction;
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
float3 lightDir_TS = mul(params.tbn, normalize(direction.xyz));
return brdf.evaluate(params.viewDir_TS, -lightDir_TS, color.xyz);
}
};
struct PointLight : ILightEnv
{
float4 position_WS;
float4 colorRange;
float3 illuminate<B:IBRDF>(LightingParameter params, B brdf)
{
float3 position_TS = mul(params.tbn, position_WS.xyz);
float3 lightDir_TS = position_TS - params.position_TS;
float d = length(lightDir_TS);
float illuminance = max(1 - d / colorRange.w, 0);
return illuminance * brdf.evaluate(params.viewDir_TS, normalize(lightDir_TS), colorRange.xyz);
}
bool insidePlane(Plane plane)
{
return true;//dot(plane.n, getViewPos().xyz) - plane.d < -colorRange.w;
}
bool insideFrustum(Frustum frustum, float zNear, float zFar)
{
bool result = true;
//if(getViewPos().z - colorRange.w > zNear || getViewPos().z + colorRange.w < zFar)
//{
// //result = false;
//}
//for(int i = 0; i < 4 && result; ++i)
//{
// if(insidePlane(frustum.sides[i]))
// {
// //result = false;
// }
//}
return result;
}
};
struct LightEnv
{
StructuredBuffer<DirectionalLight> directionalLights;
uint numDirectionalLights;
StructuredBuffer<PointLight> pointLights;
uint numPointLights;
};
layout(set=3)
ParameterBlock<LightEnv> pLightEnv;