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#ifndef __TILEDREFLECTIONTEMPLATE_H__
#define __TILEDREFLECTIONTEMPLATE_H__
#include "TiledLightingUtils.hlsl"
#include "ReflectionTemplate.hlsl"
float3 ExecuteReflectionList(out uint numReflectionProbesProcessed, uint2 pixCoord, float3 vP, float3 vNw, float3 Vworld, float smoothness)
{
uint nrTilesX = (g_widthRT+15)/16; uint nrTilesY = (g_heightRT+15)/16;
uint2 tileIDX = pixCoord / 16;
uint start = 0, numReflectionProbes = 0;
GetCountAndStart(start, numReflectionProbes, tileIDX, nrTilesX, nrTilesY, vP.z, REFLECTION_LIGHT);
numReflectionProbesProcessed = numReflectionProbes; // mainly for debugging/heat maps
return ExecuteReflectionList(start, numReflectionProbes, vP, vNw, Vworld, smoothness);
}
float3 ExecuteReflectionListTile(out uint numReflectionProbesProcessed, uint2 tileIDX, float3 vP, float3 vNw, float3 Vworld, float smoothness)
{
uint nrTilesX = (g_widthRT + 15) / 16; uint nrTilesY = (g_heightRT + 15) / 16;
uint start = 0, numReflectionProbes = 0;
GetCountAndStart(start, numReflectionProbes, tileIDX, nrTilesX, nrTilesY, vP.z, REFLECTION_LIGHT);
numReflectionProbesProcessed = numReflectionProbes; // mainly for debugging/heat maps
return ExecuteReflectionList(start, numReflectionProbes, vP, vNw, Vworld, smoothness);
}
#endif