#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); | |
} | |