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/////////////////////////////////////////////////////////////////////////////////////////////
// Copyright 2017 Intel Corporation
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or imlied.
// See the License for the specific language governing permissions and
// limitations under the License.
/////////////////////////////////////////////////////////////////////////////////////////////
#ifndef BASIC_LOOP_HLSL
#define BASIC_LOOP_HLSL
#include "GBuffer.hlsl"
//--------------------------------------------------------------------------------------
float4 BasicLoop(FullScreenTriangleVSOut input, uint sampleIndex)
{
// How many total lights?
uint totalLights, dummy;
gLight.GetDimensions(totalLights, dummy);
float3 lit = float3(0.0f, 0.0f, 0.0f);
[branch] if (mUI.visualizeLightCount) {
lit = (float(totalLights) * rcp(255.0f)).xxx;
} else {
SurfaceData surface = ComputeSurfaceDataFromGBufferSample(uint2(input.positionViewport.xy), sampleIndex);
// Avoid shading skybox/background pixels
if (surface.positionView.z < mCameraNearFar.y) {
for (uint lightIndex = 0; lightIndex < totalLights; ++lightIndex) {
PointLight light = gLight[lightIndex];
AccumulateBRDF(surface, light, lit);
}
}
}
return float4(lit, 1.0f);
}
float4 BasicLoopPS(FullScreenTriangleVSOut input) : SV_Target
{
// Shade only sample 0
return BasicLoop(input, 0);
}
float4 BasicLoopPerSamplePS(FullScreenTriangleVSOut input, uint sampleIndex : SV_SampleIndex) : SV_Target
{
float4 result;
if (mUI.visualizePerSampleShading) {
result = float4(1, 0, 0, 1);
} else {
result = BasicLoop(input, sampleIndex);
}
return result;
}
#endif // BASIC_LOOP_HLSL