New Lightstruct working.
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@@ -27,19 +27,20 @@ layout (std430, binding = 0) buffer FrustumBuffer
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Frustum Data[];
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} Frustums;
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struct PointLight {
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struct LightSource {
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vec4 Position;
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vec4 Direction;
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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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int Type;
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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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LightSource List[];
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} LightSources;
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struct LightGrid {
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float Start;
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@@ -106,8 +107,7 @@ 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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GroupIndex = int(gl_WorkGroupID.x + (gl_WorkGroupID.y * int(ScreenDimensions.x/TILE_SIZE)));
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if(gl_LocalInvocationIndex == 0)
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{
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if(gl_LocalInvocationIndex == 0) {
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GroupLightCount = 0;
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GroupFrustum = Frustums.Data[GroupIndex];
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}
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@@ -115,22 +115,25 @@ void main ()
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barrier();
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memoryBarrierShared();
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for(int i = int(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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for(int i = int(gl_LocalInvocationIndex); i < LightSources.List.length(); i += TILE_SIZE*TILE_SIZE) {
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LightSource light = LightSources.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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if(light.Type == 0) {
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if(SphereInsideFrustrum( vec3(V * light.Position), light.Radius, GroupFrustum)) {
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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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}
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//if conelight
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//if directional
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if(light.Type == 1) {
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AppendLight( i );
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}
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}
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