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Seele/res/shaders/lib/Common.slang
T

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const static float PI = 3.1415926535897932f;
const static uint BLOCK_SIZE = 32;
static const uint64_t MAX_TEXCOORDS = 8;
static const uint32_t TASK_GROUP_SIZE = 32;
static const uint32_t MESH_GROUP_SIZE = 32;
struct ViewParameter
{
float4x4 viewMatrix;
float4x4 inverseViewMatrix;
float4x4 projectionMatrix;
float4x4 inverseProjection;
float4 cameraPos_WS;
float2 screenDimensions;
}
layout(set=0)
ParameterBlock<ViewParameter> pViewParams;
float4 worldToModel(float4x4 inverseTransform, float4 world)
{
float4 model = mul(inverseTransform, world);
model = model / model.w;
return model;
}
float4 viewToWorld(float4 view)
{
float4 world = mul(pViewParams.inverseViewMatrix, view);
world = world / world.w;
return world;
}
float4 viewToModel(float4x4 inverseTransform, float4 view)
{
float4 world = viewToWorld(view);
return worldToModel(inverseTransform, world);
}
float4 clipToView(float4 clip)
{
float4 view = mul(pViewParams.inverseProjection, clip);
view = view / view.w;
return view;
}
float4 clipToWorld(float4 clip)
{
float4 view = clipToView(clip);
return viewToWorld(view);
}
float4 screenToView(float4 screen)
{
float2 texCoord = screen.xy / pViewParams.screenDimensions;
// Convert to clip space
float4 clip = float4( float2( texCoord.x, 1.0f-texCoord.y ) * 2.0f - 1.0f, screen.z, screen.w);
return clipToView(clip);
}
float4 screenToWorld(float4 screen)
{
float4 view = screenToView(screen);
return viewToWorld(view);
}
float4 screenToModel(float4x4 inverseTransform, float4 screen)
{
float4 world = screenToWorld(screen);
return worldToModel(inverseTransform, world);
}
float4 clipToScreen(float4 clip)
{
float4 ndc = clip / clip.w;
float2 texCoords = (float2(ndc.xy) + 1.0f) / 2.0f;
float oz = 1;
float pz = 0 - 1;
float zf = pz * ndc.z + oz;
return float4(float2(texCoords.x, 1 - texCoords.y) * pViewParams.screenDimensions, 1 / zf, 1.0f);
}
struct Plane
{
float3 n;
float d;
bool pointInside(float3 point)
{
return dot(n, point) - d > 0.0f;
}
};
struct Frustum
{
Plane sides[4];
bool pointInside(float3 point)
{
for(int p = 0; p < 4; ++p)
{
if(!sides[p].pointInside(point))
{
return false;
}
}
return true;
}
};
Plane computePlane(float3 p0, float3 p1, float3 p2)
{
Plane plane;
float3 v0 = p1 - p0;
float3 v2 = p2 - p0;
plane.n = normalize(cross(v0, v2));
plane.d = dot(plane.n, p0);
return plane;
}