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Seele/res/shaders/BasePass.slang
T

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1.5 KiB
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import Common;
import LightEnv;
import MaterialParameter;
import MATERIAL_FILE_NAME;
struct LightCullingData
{
RWStructuredBuffer<uint> lightIndexList;
RWTexture2D<uint2> lightGrid;
};
layout(set=5)
ParameterBlock<LightCullingData> pLightCullingData;
struct FragmentOutput
{
float4 color : SV_Target0;
uint meshletId : SV_Target1;
};
[shader("pixel")]
FragmentOutput fragmentMain(in FragmentParameter params)
{
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[lightIndex].illuminate(lightingParams, brdf);
}
result += brdf.evaluateAmbient();
// gamma correction
result = result / (result + float3(1.0));
result = pow(result, float3(1.0/2.2));
FragmentOutput output;
output.color = float4(result, 1.0f);
output.meshletId = params.meshletId;
return output;
}