19 lines
		
	
	
		
			594 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			19 lines
		
	
	
		
			594 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| 
 | |
| 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;
 | |
| 	}
 | |
| 	// address gap between near plane and cluster near offset
 | |
| 	else if (viewz >= cameraPlane.x) {
 | |
| 		sliceZ = 1;
 | |
| 	}
 | |
| 	return int(tc.x * clusterSlices.x) +
 | |
| 		   int(int(tc.y * clusterSlices.y) * clusterSlices.x) +
 | |
| 		   int(sliceZ * clusterSlices.x * clusterSlices.y);
 | |
| }
 |