ForwardPlus base debug commit.
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@@ -0,0 +1,124 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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uniform vec4 Color;
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uniform sampler2D texture0;
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struct PointLight {
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vec4 Position;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float Padding;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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PointLight List[];
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} PointLights;
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struct LightGrid {
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int Amount;
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int Start;
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vec2 Padding;
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};
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layout (std430, binding = 2) buffer LightGridBuffer
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{
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LightGrid Data[];
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} LightGrids;
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layout (std430, binding = 4) buffer LightIndexBuffer
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{
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int LightIndex[];
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};
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in VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Input;
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out vec4 fragmentColor;
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vec4 scene_ambient = vec4(0.6,0.6,0.6,1);
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struct LightResult {
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vec4 Diffuse;
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vec4 Specular;
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};
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float CalcAttenuation(float radius, float dist) {
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return 1.0 - smoothstep(radius * 1.0, radius, dist);
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}
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vec4 CalcSpecular(vec4 lightColor, vec4 viewVec, vec4 lightVec, vec4 normal) {
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vec4 R = normalize( reflect(-lightVec, normal));
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float RdotV = max( dot(R, viewVec), 0.0);
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return lightColor * pow(RdotV, 90.0);
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}
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vec4 CalcDiffuse(vec4 lightColor, vec4 lightVec, vec4 normal) {
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float power = max( dot(normal, lightVec), 0.0);
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return lightColor * power;
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}
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LightResult CalcPointLight(vec4 lightPos, float lightRadius, vec4 lightColor, float intensity, vec4 viewVec, vec4 position, vec4 normal)
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{
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vec4 L = lightPos - position;
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float dist = length(L);
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L = normalize(L);
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float attenuation = CalcAttenuation(lightRadius, dist);
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LightResult result;
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result.Diffuse = CalcDiffuse(lightColor, L, normal) * attenuation * intensity;
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result.Specular = CalcSpecular(lightColor, viewVec, L, normal) * attenuation * intensity;
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return result;
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}
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void main()
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{
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vec4 texel = texture2D(texture0, Input.TextureCoordinate);
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vec4 position = V * M * vec4(Input.Position, 1.0);
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vec4 normal = V * vec4(Input.Normal, 0.0);
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vec4 viewVec = normalize(-position);
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vec2 tilePos;
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tilePos.x = int(gl_FragCoord.x/16);
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tilePos.y = int(gl_FragCoord.y/16);
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LightResult totalLighting;
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totalLighting.Diffuse = scene_ambient;
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//for(int i = 0; i < 3; i++)
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for(int i = LightGrids.Data[int(tilePos.x + tilePos.y*80)].Start; i < LightGrids.Data[int(tilePos.x + tilePos.y*80)].Amount; i++)
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{
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int l = LightIndex[i];
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LightResult result = CalcPointLight(V * PointLights.List[l].Position, PointLights.List[l].Radius, PointLights.List[l].Color, PointLights.List[l].Intensity, viewVec, position, normal);
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totalLighting.Diffuse += result.Diffuse;
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totalLighting.Specular += result.Specular;
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}
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fragmentColor += Input.DiffuseColor * (totalLighting.Diffuse + totalLighting.Specular) * texel * Color;
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//fragmentColor = texel * Input.DiffuseColor * Color;
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if(int(gl_FragCoord.x)%16 == 0 || int(gl_FragCoord.y)%16 == 0 )
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{
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fragmentColor = vec4(0.5, 0, 0, 0);
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} else {
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//fragmentColor = vec4(LightGrids.Data[int(tilePos.x + tilePos.y*80)].Start/3600, 0, 0, 1);
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}
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}
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@@ -0,0 +1,34 @@
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#version 430
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uniform mat4 M;
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uniform mat4 V;
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uniform mat4 P;
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layout(location = 0) in vec3 Position;
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layout(location = 1) in vec3 Normal;
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layout(location = 2) in vec3 Tangent;
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layout(location = 3) in vec3 BiTangent;
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layout(location = 4) in vec2 TextureCoords;
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layout(location = 5) in vec4 DiffuseVertexColor;
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layout(location = 6) in vec4 SpecularVertexColor;
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layout(location = 7) in vec4 BoneIndices1;
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layout(location = 8) in vec4 BoneIndices2;
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layout(location = 9) in vec4 BoneWeights1;
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layout(location = 10) in vec4 BoneWeights2;
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out VertexData{
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vec3 Position;
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vec3 Normal;
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vec2 TextureCoordinate;
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vec4 DiffuseColor;
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}Output;
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void main()
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{
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gl_Position = P*V*M * vec4(Position, 1.0);
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Output.Position = Position;
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Output.TextureCoordinate = TextureCoords;
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Output.Normal = Normal;
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Output.DiffuseColor = DiffuseVertexColor;
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}
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@@ -1,16 +1,19 @@
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#version 430
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//in uvec3 gl_NumWorkGroups;
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//in uvec3 gl_WorkGroupID;
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//in uvec3 gl_LocalInvocationID;
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//in uvec3 gl_GlobalInvocationID;
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//in uint gl_LocalInvocationIndex;
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//in uvec3 gl_NumWorkGroups; //contains the number of workgroups that have been dispatched to a compute shader
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//in uvec3 gl_WorkGroupID; //contains the index of the workgroup currently being operated on by a compute shader
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//in uvec3 gl_LocalInvocationID; //contains the index of work item currently being operated on by a compute shader
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//in uvec3 gl_GlobalInvocationID; //contains the global index of work item currently being operated on by a compute shader
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//in uint gl_LocalInvocationIndex; //contains the local linear index of work item currently being operated on by a compute shader
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#define NUM_LIGHTS 3
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#define MAX_LIGHTS_PER_TILE 200
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#define MAX_LIGHTS_PER_TILE 1024
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#define NUM_TILES 3600
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#define TILE_SIZE 16
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uniform mat4 V;
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struct Plane {
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vec3 Normal;
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@@ -25,11 +28,124 @@ layout (std430, binding = 0) buffer FrustumBuffer
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Frustum Data[3600];
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} Frustums;
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struct PointLight {
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vec4 Position;
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vec4 Color;
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float Radius;
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float Intensity;
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float Falloff;
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float Padding;
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};
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layout (std430, binding = 1) buffer LightBuffer
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{
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PointLight List[];
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} PointLights;
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struct LightGrid {
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int Amount;
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int Start;
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vec2 Padding;
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};
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layout (std430, binding = 2) buffer LightGridBuffer
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{
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LightGrid Data[];
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} LightGrids;
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layout (std430, binding = 3) buffer LightOffsetBuffer
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{
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int LightOffset[];
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};
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layout (std430, binding = 4) buffer LightIndexBuffer
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{
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int LightIndex[];
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};
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shared int GroupLightCount;
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shared int GroupLightIndexStartOffset;
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shared int GroupLightIndex[MAX_LIGHTS_PER_TILE];
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shared Frustum GroupFrustum;
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uint GroupIndex;
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bool SphereInsidePlane(vec3 center, float radius, Plane plane)
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{
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return dot(plane.Normal, center) - plane.d < -radius;
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}
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bool SphereInsideFrustrum(vec3 center, float radius, Frustum frustum/*, float zNear, float zFar*/)
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{
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bool result = true;
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//Check depth here
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//if ( sphere.c.z - sphere.r > zNear || sphere.c.z + sphere.r < zFar )
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//{
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// result = false;
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//}
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for (int i =0; i < 4 && result; i++)
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{
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if(SphereInsidePlane(center, radius, frustum.Planes[i]))
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{
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result = false;
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}
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}
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return result;
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}
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void AppendLight(uint li)
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{
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uint index;
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index = atomicAdd(GroupLightCount, 1);
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if( index < MAX_LIGHTS_PER_TILE )
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{
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GroupLightIndex[index] = int(li);
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}
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}
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layout (local_size_x = 16, local_size_y = 16, local_size_z = 1) in;
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void main ()
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{
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if(1 == 1) {
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GroupIndex = gl_WorkGroupID.x + gl_WorkGroupID.y * gl_NumWorkGroups.y;
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if(gl_LocalInvocationIndex == 0)
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{
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GroupLightCount = 0;
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GroupFrustum = Frustums.Data[GroupIndex];
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}
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memoryBarrierShared();
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barrier();
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for(uint i = gl_LocalInvocationIndex; i < PointLights.List.length(); i += TILE_SIZE*TILE_SIZE)
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{
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PointLight light = PointLights.List[i];
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//if pointlight
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//Pos i view antagligen
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if(SphereInsideFrustrum(vec3(V * light.Position), light.Radius, GroupFrustum))
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{
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//TODO: Fix transparent and opaque list, and depth test.
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AppendLight( i );
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}
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//if conelight
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//if directional
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}
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memoryBarrierShared();
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barrier();
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if(gl_LocalInvocationIndex == 0)
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{
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GroupLightIndexStartOffset = atomicAdd(LightOffset[0], GroupLightCount);
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LightGrid g;
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g.Start = GroupLightIndexStartOffset;
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g.Amount = GroupLightCount;
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LightGrids.Data[GroupIndex];
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}
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}
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