19 lines
		
	
	
		
			594 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			19 lines
		
	
	
		
			594 B
		
	
	
	
		
			GLSL
		
	
	
	
	
	
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const vec3 clusterSlices = vec3(16, 16, 16);
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int getClusterI(vec2 tc, float viewz, vec2 cameraPlane) {
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	int sliceZ = 0;
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	float cnear = clusterNear + cameraPlane.x;
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	if (viewz >= cnear) {
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		float z = log(viewz - cnear + 1.0) / log(cameraPlane.y - cnear + 1.0);
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		sliceZ = int(z * (clusterSlices.z - 1)) + 1;
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	}
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	// address gap between near plane and cluster near offset
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	else if (viewz >= cameraPlane.x) {
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		sliceZ = 1;
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	}
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	return int(tc.x * clusterSlices.x) +
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		   int(int(tc.y * clusterSlices.y) * clusterSlices.x) +
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		   int(sliceZ * clusterSlices.x * clusterSlices.y);
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}
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