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Seele/res/shaders/lib/AABB.slang
T
2024-02-23 12:50:40 +01:00

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import Common;
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;
}
};