@babylonjs/core
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Getting started? Play directly with the Babylon.js API using our [playground](https://playground.babylonjs.com/). It also contains a lot of samples to learn how to use it.
19 lines • 1.97 kB
JavaScript
// Do not edit.
import { ShaderStore } from "../Engines/shaderStore.js";
import "./ShadersInclude/sceneUboDeclaration.js";
import "./ShadersInclude/clusteredLightingFunctions.js";
const name = "lightProxyVertexShader";
const shader = `attribute position: vec3f;flat varying vOffset: u32;flat varying vMask: u32;
#include<sceneUboDeclaration>
var lightDataTexture: texture_2d<f32>;uniform tileMaskResolution: vec3f;uniform halfTileRes: vec2f;
#include<clusteredLightingFunctions>
@vertex
fn main(input: VertexInputs)->FragmentInputs {let light=getClusteredLight(lightDataTexture,vertexInputs.instanceIndex);let range=light.vLightFalloff.x;let viewPosition=scene.view*vec4f(light.vLightData.xyz,1);let viewPositionSq=viewPosition*viewPosition;let distSq=viewPositionSq.xy+viewPositionSq.z;let sinSq=(range*range)/distSq;let cosSq=max(1.0-sinSq,vec2f(0.01));let sinCos=vertexInputs.position.xy*sqrt(sinSq*cosSq);let rotatedX=mat2x2f(cosSq.x,-sinCos.x,sinCos.x,cosSq.x)*viewPosition.xz;let rotatedY=mat2x2f(cosSq.y,-sinCos.y,sinCos.y,cosSq.y)*viewPosition.yz;let projX=scene.projection*vec4f(rotatedX.x,0,rotatedX.y,1);let projY=scene.projection*vec4f(0,rotatedY.x,rotatedY.y,1);var projPosition=vec2f(projX.x/max(projX.w,0.01),projY.y/max(projY.w,0.01));projPosition=select(vertexInputs.position.xy,projPosition,cosSq>vec2(0.01));let halfTileRes=uniforms.tileMaskResolution.xy/2.0;var tilePosition=(projPosition+1.0)*halfTileRes;tilePosition=select(floor(tilePosition)-0.01,ceil(tilePosition)+0.01,vertexInputs.position.xy>vec2f(0));vertexOutputs.position=vec4f(tilePosition/halfTileRes-1.0,0,1);vertexOutputs.vOffset=vertexInputs.instanceIndex/CLUSTLIGHT_BATCH;vertexOutputs.vMask=1u<<(vertexInputs.instanceIndex % CLUSTLIGHT_BATCH);}
`;
// Sideeffect
if (!ShaderStore.ShadersStoreWGSL[name]) {
ShaderStore.ShadersStoreWGSL[name] = shader;
}
/** @internal */
export const lightProxyVertexShaderWGSL = { name, shader };
//# sourceMappingURL=lightProxy.vertex.js.map