armory/Shaders/std/clusters.glsl
2018-12-10 09:46:46 +01:00

18 lines
570 B
GLSL

const int maxLights = 16;
const int maxLightsCluster = 8;
const float clusterNear = 3.0;
const vec3 clusterSlices = vec3(16, 16, 16);
int getClusterI(vec2 tc, float viewz, vec2 cameraPlane) {
int sliceZ = 0;
float cnear = clusterNear + cameraPlane.x;
if (viewz >= cnear) {
float z = log(viewz - cnear + 1.0) / log(cameraPlane.y - cnear + 1.0);
sliceZ = int(z * (clusterSlices.z - 1)) + 1;
}
return int(tc.x * clusterSlices.x) +
int(int(tc.y * clusterSlices.y) * clusterSlices.x) +
int(sliceZ * clusterSlices.x * clusterSlices.y);
}