Files
Seele/res/shaders/BasePass.slang
T
2023-11-05 10:36:01 +01:00

32 lines
868 B
Plaintext

import Common;
import LightEnv;
import Material;
import MaterialParameter;
struct LightCullingData
{
RWStructuredBuffer<uint> oLightIndexList;
RWStructuredBuffer<uint> tLightIndexList;
RWTexture2D<uint2> oLightGrid;
RWTexture2D<uint2> tLightGrid;
};
ParameterBuffer<LightCullingData> gLightCullingData;
[shader("pixel")]
void pixelMain(in VertexAttributes attribs, out float4 baseColor)
{
MaterialParameter params = MaterialParameter.create(attribs);
BRDF brdf = gMaterial.prepare(params);
float3 result = float3(0, 0, 0);
for(int i = 0; i < gLightEnv.numDirectionalLights; ++i)
{
result += gLightEnv.directionalLights[i].illuminate(params, brdf);
}
for(int i = 0; i < gLightEnv.numPointLights; ++i)
{
result += gLightEnv.pointLights[i].illuminate(params, brdf);
}
return float4(result, 1.0f);
}