138 lines
4.1 KiB
GLSL
138 lines
4.1 KiB
GLSL
#version 310 es
|
|
precision mediump float;
|
|
|
|
struct Camera {
|
|
mat4 projection;
|
|
mat4 inverseProjection;
|
|
mat4 view;
|
|
vec3 position;
|
|
float time;
|
|
vec2 outputSize;
|
|
float zNear;
|
|
float zFar;
|
|
};
|
|
|
|
layout (binding = 0) uniform Camera_1 {
|
|
mat4 projection;
|
|
mat4 inverseProjection;
|
|
mat4 view;
|
|
vec3 position;
|
|
float time;
|
|
vec2 outputSize;
|
|
float zNear;
|
|
float zFar;
|
|
} camera;
|
|
|
|
struct ClusterBounds {
|
|
vec3 minAABB;
|
|
vec3 maxAABB;
|
|
};
|
|
struct Clusters {
|
|
ClusterBounds bounds[27648];
|
|
};
|
|
|
|
layout (binding = 1) buffer Clusters_1 {
|
|
ClusterBounds bounds[27648];
|
|
} clusters;
|
|
|
|
struct ClusterLights {
|
|
uint offset;
|
|
uint count;
|
|
};
|
|
struct ClusterLightGroup {
|
|
uint offset;
|
|
ClusterLights lights[27648];
|
|
uint indices[1769472];
|
|
};
|
|
|
|
layout (binding = 2) buffer ClusterLightGroup_1 {
|
|
uint offset;
|
|
ClusterLights lights[27648];
|
|
uint indices[1769472];
|
|
} clusterLights;
|
|
|
|
struct Light {
|
|
vec3 position;
|
|
float range;
|
|
vec3 color;
|
|
float intensity;
|
|
};
|
|
|
|
layout (binding = 3) buffer GlobalLights_1 {
|
|
vec3 ambient;
|
|
vec3 dirColor;
|
|
float dirIntensity;
|
|
vec3 dirDirection;
|
|
uint lightCount;
|
|
Light lights[];
|
|
} globalLights;
|
|
const uvec3 tileCount = uvec3(32u, 18u, 48u);
|
|
|
|
float sqDistPointAABB(vec3 point, vec3 minAABB, vec3 maxAABB) {
|
|
float sqDist = 0.0f;
|
|
{
|
|
for(int i = 0; (i < 3); i = (i + 1)) {
|
|
float v = point[i];
|
|
if ((v < minAABB[i])) {
|
|
sqDist = (sqDist + ((minAABB[i] - v) * (minAABB[i] - v)));
|
|
}
|
|
if ((v > maxAABB[i])) {
|
|
sqDist = (sqDist + ((v - maxAABB[i]) * (v - maxAABB[i])));
|
|
}
|
|
}
|
|
}
|
|
return sqDist;
|
|
}
|
|
|
|
struct tint_symbol_1 {
|
|
uvec3 global_id;
|
|
};
|
|
|
|
void computeMain_inner(uvec3 global_id) {
|
|
uint tileIndex = ((global_id.x + (global_id.y * tileCount.x)) + ((global_id.z * tileCount.x) * tileCount.y));
|
|
uint clusterLightCount = 0u;
|
|
uint cluserLightIndices[256] = uint[256](0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u, 0u);
|
|
{
|
|
for(uint i = 0u; (i < globalLights.lightCount); i = (i + 1u)) {
|
|
float range = globalLights.lights[i].range;
|
|
bool lightInCluster = (range <= 0.0f);
|
|
if (!(lightInCluster)) {
|
|
vec4 lightViewPos = (camera.view * vec4(globalLights.lights[i].position, 1.0f));
|
|
float sqDist = sqDistPointAABB(lightViewPos.xyz, clusters.bounds[tileIndex].minAABB, clusters.bounds[tileIndex].maxAABB);
|
|
lightInCluster = (sqDist <= (range * range));
|
|
}
|
|
if (lightInCluster) {
|
|
cluserLightIndices[clusterLightCount] = i;
|
|
clusterLightCount = (clusterLightCount + 1u);
|
|
}
|
|
if ((clusterLightCount == 256u)) {
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
uint offset = atomicAdd(clusterLights.offset, clusterLightCount);
|
|
if ((offset >= 1769472u)) {
|
|
return;
|
|
}
|
|
{
|
|
for(uint i = 0u; (i < clusterLightCount); i = (i + 1u)) {
|
|
clusterLights.indices[(offset + i)] = cluserLightIndices[i];
|
|
}
|
|
}
|
|
clusterLights.lights[tileIndex].offset = offset;
|
|
clusterLights.lights[tileIndex].count = clusterLightCount;
|
|
}
|
|
|
|
layout(local_size_x = 4, local_size_y = 2, local_size_z = 4) in;
|
|
void computeMain(tint_symbol_1 tint_symbol) {
|
|
computeMain_inner(tint_symbol.global_id);
|
|
return;
|
|
}
|
|
void main() {
|
|
tint_symbol_1 inputs;
|
|
inputs.global_id = gl_GlobalInvocationID;
|
|
computeMain(inputs);
|
|
}
|
|
|
|
|