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Seele/res/shaders/ComputeFrustums.slang
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2023-11-08 23:27:21 +01:00

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import Common;
struct ComputeShaderInput
{
uint3 groupID : SV_GroupID;
uint3 groupThreadID : SV_GroupThreadID;
uint3 dispatchThreadID : SV_DispatchThreadID;
uint groupIndex : SV_GroupIndex;
};
struct DispatchParams
{
uint3 numThreadGroups;
uint pad0;
uint3 numThreads;
uint pad1;
RWStructuredBuffer<Frustum> frustums;
}
ParameterBlock<DispatchParams> pDispatchParams;
[numthreads(BLOCK_SIZE, BLOCK_SIZE, 1)]
[shader("compute")]
void computeFrustums(ComputeShaderInput in)
{
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;
}
}