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Seele/res/shaders/ComputeFrustums.slang
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import Common;
import DispatchParams;
struct ComputeShaderInput
{
uint3 groupID : SV_GroupID;
uint3 groupThreadID : SV_GroupThreadID;
uint3 dispatchThreadID : SV_DispatchThreadID;
uint groupIndex : SV_GroupIndex;
};
[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
[shader("compute")]
void computeFrustums(ComputeShaderInput in)
{
const float3 topLeft = float3(-1, -1, -1);
const float3 topRight = float3(1, -1, -1);
const float3 bottomLeft = float3(-1, 1, -1);
const float3 origin = float3(0, 0, 0);
float3 xStep = (topRight - topLeft) / pDispatchParams.numThreads.x;
float3 yStep = (bottomLeft - topLeft) / pDispatchParams.numThreads.y;
float3 corners[4] = {
topLeft + (in.dispatchThreadID.x + 0) * xStep + (in.dispatchThreadID.y + 0) * yStep,
topLeft + (in.dispatchThreadID.x + 1) * xStep + (in.dispatchThreadID.y + 0) * yStep,
topLeft + (in.dispatchThreadID.x + 0) * xStep + (in.dispatchThreadID.y + 1) * yStep,
topLeft + (in.dispatchThreadID.x + 1) * xStep + (in.dispatchThreadID.y + 1) * yStep
};
Frustum frustum;
frustum.basePlane.n = float3(0, 0, -1);
frustum.basePlane.d = 0;
frustum.sides[0] = computePlane(origin, corners[0], corners[2]);
frustum.sides[1] = computePlane(origin, corners[3], corners[1]);
frustum.sides[2] = computePlane(origin, corners[1], corners[0]);
frustum.sides[3] = computePlane(origin, corners[2], corners[3]);
if(in.dispatchThreadID.x < pDispatchParams.numThreads.x && in.dispatchThreadID.y < pDispatchParams.numThreads.y)
{
uint index = in.dispatchThreadID.x + (in.dispatchThreadID.y * pDispatchParams.numThreads.x);
pDispatchParams.frustums[index] = frustum;
}
}