|
|
|
|
|
|
float3 o = mul(rotMat, ray.originWS - light.positionWS); |
|
|
|
float3 d = mul(rotMat, ray.directionWS); |
|
|
|
|
|
|
|
float range = light.size.x; |
|
|
|
float3 boxPt1 = float3( 1, 1, rsqrt(light.invSqrAttenuationRadius)); |
|
|
|
float3 boxPt1 = float3( 1, 1, range); |
|
|
|
|
|
|
|
float tEntr, tExit; |
|
|
|
|
|
|
|