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Seele/res/shaders/BasePass.slang
T
2024-04-17 14:33:06 +02:00

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import Common;
import LightEnv;
import Material;
import MaterialParameter;
struct LightCullingData
{
RWStructuredBuffer<uint> lightIndexList;
RWTexture2D<uint2> lightGrid;
};
layout(set=5)
ParameterBlock<LightCullingData> pLightCullingData;
[shader("pixel")]
float4 fragmentMain(in FragmentParameter params) : SV_Target
{
LightingParameter lightingParams = params.getLightingParameter();
MaterialParameter materialParams = params.getMaterialParameter();
let brdf = pMaterial.prepare(materialParams);
uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
result += pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for(uint i = 0; i < pLightEnv.numPointLights; ++i)
{
//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
return float4(params.vertexColor, 1.0f);
}