1 | #define SPOT_ANGLE 2.093
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2 | #define SPOT_FALLOFF 1
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3 | #define SHADOW_COLOR float4(0.0,0.0,0.0,1.0)
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4 | #define SHADOW_BIAS_POINT 0.0025
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5 | #define SHADOW_EPSILON_POINT 0.000001
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6 |
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7 | float4 Illumination(float3 N, float3 L, float3 V, float4 lightColor, float4 lightRange, float4 diffuseColor, float specularity, float4 specularColor)
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8 | {
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9 | // Blinn lighting
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10 | float d = length(L);
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11 | L = normalize(L);
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12 | float3 H = normalize(L + V);
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13 | float4 Lighting = lit(dot(N, L), dot(N, H), specularity);
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14 | Lighting = saturate(Lighting);
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15 |
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16 | return lightColor * (Lighting.y * diffuseColor + Lighting.z * specularColor) //color
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17 | / (lightRange.y + d * lightRange.z + d * d * lightRange.w) //attenuation
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18 | ;
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19 |
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20 | //return lightColor * (Lighting.y * diffuseColor);
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21 | }
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22 |
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23 | #define HEIGHT_SCALE 0.01
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24 | #define HEIGHT_BIAS 0
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25 | #define PARALLAX_ITERATION 4
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26 |
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27 | float2 PARALLAX_MAPPING_OFFSET_LIMIT(sampler2D heightMap, float2 TexCoord, float3 View)
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28 | {
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29 | float4 Normal = tex2D(heightMap, TexCoord);
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30 | Normal.xy = (Normal.xy *2.0) - 1.0;
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31 | float h = Normal.a * HEIGHT_SCALE + HEIGHT_BIAS;
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32 | return TexCoord + h * View.xy;
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33 | }
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34 |
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35 | float2 PARALLAX_MAPPING_ITER(sampler2D heightMap, float2 TexCoord, float3 View)
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36 | {
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37 | for(int i = 0; i < PARALLAX_ITERATION; i++) {
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38 | float4 Normal = tex2D(heightMap, TexCoord);
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39 | Normal.xy = (Normal.xy *2.0) - 1.0;
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40 | float h = Normal.a * HEIGHT_SCALE + HEIGHT_BIAS;
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41 | TexCoord += h * Normal.z * View;
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42 | }
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43 | return TexCoord.xy;
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44 | }
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45 |
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46 | float3 ParallaxMap(float3 tangent, float3 binormal, float3 normal, float3 View, inout float2 texCoord, sampler2D heightMap)
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47 | {
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48 | normal = normalize(normal);
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49 | tangent = normalize(tangent);
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50 | binormal = normalize(binormal);
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51 | float3x3 TangentToModel = float3x3(tangent, binormal, normal );
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52 |
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53 | View = mul(TangentToModel, View);
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54 |
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55 | texCoord = PARALLAX_MAPPING_OFFSET_LIMIT(heightMap, texCoord, View);
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56 | float3 mNormal;
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57 | float3 tNormal = tex2D(heightMap, texCoord).rgb;
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58 |
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59 | tNormal.xy = (tNormal.xy *2.0) - 1.0;
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60 | mNormal = normalize( mul( tNormal, TangentToModel ) );
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61 |
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62 | return mNormal;
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63 | }
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64 |
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65 | float3 NormalMap(float3 tangent, float3 binormal, float3 normal, float2 texCoord, sampler2D normalMap)
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66 | {
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67 | normal = normalize(normal);
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68 | tangent = normalize(tangent);
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69 | binormal = normalize(binormal);
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70 | float3x3 TangentToModel = float3x3(tangent, binormal, normal );
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71 |
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72 | float3 mNormal;
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73 | float3 tNormal = tex2D(normalMap, texCoord).rgb;
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74 |
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75 |
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76 | tNormal.xy = (tNormal.xy *2.0) - 1.0;
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77 | mNormal = normalize( mul( tNormal, TangentToModel ) );
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78 |
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79 | return mNormal;
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80 | }
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81 |
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82 |
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83 | float shadowPoint(samplerCUBE shadowMap, float3 lightCPos, float lightFarPlane)
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84 | {
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85 | float light = 1;
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86 |
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87 | float dist = length(lightCPos) / lightFarPlane;
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88 | float4 storedDist = texCUBE(shadowMap, float3(lightCPos.xy, -lightCPos.z));
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89 | // dist -= SHADOW_BIAS_POINT;
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90 | float lit_factor = (dist <= storedDist.r);
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91 |
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92 | float M1 = storedDist.r;
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93 | float M2 = storedDist.g;
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94 | float variance = M2 - M1 * M1;
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95 |
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96 | float v2 = min(max(variance , 0.0) + SHADOW_EPSILON_POINT, 1.0);
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97 | float m_d = M1 - dist;
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98 | float pmax = v2 / (v2 + m_d * m_d);
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99 |
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100 | light = max(lit_factor, pmax);
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101 | /*
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102 | light = saturate(M1 / dist); //Markov
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103 |
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104 | light = variance / (variance + m_d * m_d); //könyvfejezet
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105 | light = min(max(lit_factor, light), 1); //könyvfejezet
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106 |
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107 | light = lit_factor; //classic
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108 |
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109 | return light;
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110 | */
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111 | return SHADOW_COLOR + (1 - SHADOW_COLOR) * light;
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112 |
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113 |
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114 | }
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115 |
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116 | uniform float4 prmAtlasTilesHalfPixel;
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117 | uniform float allClusterCount;
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118 | uniform float clusterCount;
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119 |
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120 | float4 PathMapIndirect(sampler2D PMTex, sampler2D weightIndexTex, sampler2D weightTex, float2 texAtlas)
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121 | {
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122 | int2 prmAtlasTiles = prmAtlasTilesHalfPixel.xy;
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123 | float2 atlasHalfPixel = prmAtlasTilesHalfPixel.zw;
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124 |
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125 | float3 col = 0;
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126 | for(int iCluster = 0; iCluster < 16; iCluster++)
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127 | {
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128 | float2 prmTexPos = float2(
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129 | (texAtlas.x + (iCluster % prmAtlasTiles.x)) / prmAtlasTiles.x,
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130 | 1.0 - (texAtlas.y + (iCluster / prmAtlasTiles.x)) / prmAtlasTiles.y);// + atlasHalfPixel;
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131 |
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132 | float weightIndex = tex2D(weightIndexTex, float2(((float)iCluster + 0.5) / clusterCount, 0.5)).r;
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133 | float3 weight = tex2D(weightTex, float2((weightIndex + 0.5)/allClusterCount, 0.5)).rgb;
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134 | float3 val = tex2D(PMTex, prmTexPos).xyz;
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135 | val = min(1,val);
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136 | if(length(val - float3(1,1,1)) == 0)
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137 | val = 0;
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138 | col += val.xyz * weight;
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139 | }
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140 |
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141 | return float4(col,1);
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142 | }
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143 |
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144 | #define CUBEMAP_SIZE 128
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145 | #define REDUCED_CUBEMAP_SIZE 4
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146 | #define RATE 32
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147 |
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148 |
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149 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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150 | {
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151 | float4 color = texCUBElod( cm, float4(coord.xy, -coord.z,0) );
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152 | color.a = 1;
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153 | return color;
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154 | }
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155 |
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156 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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157 | {
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158 | float dist = texCUBElod(dcm, float4(coord.xy, - coord.z,0)).a;
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159 | if(dist == 0) dist = 1000000; ///sky
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160 | return dist;
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161 | }
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162 |
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163 | struct MPos_OUT
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164 | {
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165 | float4 VPos : POSITION;
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166 | float4 MPos : TEXCOORD0;
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167 | };
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168 |
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169 | float4 ReduceCubeMap_PS(MPos_OUT IN,
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170 | uniform int nFace,
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171 | uniform samplerCUBE EnvironmentMapSampler : register(s0) ) : COLOR
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172 | {
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173 | float4 color = 0;
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174 | float3 dir;
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175 |
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176 | for (int i = 0; i < RATE/2; i+=1)
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177 | for (int j = 0; j < RATE/2; j+=1)
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178 | {
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179 | float2 pos;
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180 | pos.x = IN.MPos.x + (4*i + 2)/(float)CUBEMAP_SIZE;
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181 | pos.y = IN.MPos.y - (4*j + 2)/(float)CUBEMAP_SIZE; // y=-u
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182 |
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183 | // "scrambling"
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184 | if (nFace == 0) dir = float3(1, pos.y, -pos.x);
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185 | if (nFace == 1) dir = float3(-1, pos.y, pos.x);
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186 | if (nFace == 2) dir = float3(pos.x, 1, -pos.y);
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187 | if (nFace == 3) dir = float3(pos.x, -1, pos.y);
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188 | if (nFace == 4) dir = float3(pos.x, pos.y, 1);
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189 | if (nFace == 5) dir = float3(-pos.x, pos.y,-1);
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190 |
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191 | color += texCUBE( EnvironmentMapSampler, dir);
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192 | }
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193 |
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194 | return color / (RATE * RATE / 4.0);
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195 | }
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196 |
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197 | float4 Disc2Point_Contr(float3 L, float3 pos, float3 N, float3 V, samplerCUBE SmallEnvMapSampler, samplerCUBE DistanceEnvMapSampler) // Phong-Blinn
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198 | // L: a hossza lényeges (az egységkocka faláig ér)
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199 | {
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200 | float mindist = 1.0;
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201 |
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202 | float kd = 0.3; // 0.3
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203 | float ks = 0; // 0.5
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204 | float shininess = 10;
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205 |
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206 | float l = length(L);
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207 | L = normalize(L);
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208 |
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209 | //dw
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210 | float dw = 4 / (REDUCED_CUBEMAP_SIZE*REDUCED_CUBEMAP_SIZE*l*l*l + 4/3.1416f);
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211 | //Lin
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212 | float4 Lin = readCubeMap(SmallEnvMapSampler, L);
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213 | //r
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214 | float doy = readDistanceCubeMap(DistanceEnvMapSampler, L);
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215 | float dxy = length(L * doy - pos);
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216 |
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217 | dxy = max(mindist, dxy);
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218 |
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219 |
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220 | //dws
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221 | float dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
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222 | //float dws = dw;
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223 |
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224 | //L = L * doy - pos; // L: x->y, az objektumtól induljon, ne a középpontból
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225 | L = normalize(L);
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226 | float3 H = normalize(L + V); // felezõvektor
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227 |
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228 | float a = kd * max(dot(N,L),0) +
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229 | ks * pow(max(dot(N,H),0), shininess); // diffuse + specular
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230 |
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231 | // 1.: eddigi
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232 | //return Lin * a * dws;
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233 |
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234 | float ctheta_in = dot(N,L);
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235 | float ctheta_out = dot(N,V);
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236 |
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237 | return Lin * a * dws;
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238 | }
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239 |
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240 | float4 diffuseIndirect(samplerCUBE colorEnvMap, samplerCUBE distEnvMap, float3 N, float3 pos, float3 V)
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241 | {
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242 | float M = REDUCED_CUBEMAP_SIZE;
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243 |
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244 | N = normalize( N );
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245 |
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246 | float4 I = 0;
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247 | float3 L;
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248 | float4 Le;
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249 | float width = 1.0 / M;
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250 | float d;
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251 |
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252 | for (float x = 0.5; x < M; x++)
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253 | for (float y = 0.5; y < M; y++)
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254 | {
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255 | float2 p, tpos;
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256 | tpos.x = x * width;
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257 | tpos.y = y * width;
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258 |
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259 | p = tpos.xy;
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260 | p = 2.0 * p - 1.0; //-1..1
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261 |
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262 | float3 L;
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263 |
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264 | L = float3(p.x, p.y, 1);
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265 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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266 |
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267 | L = float3(p.x, p.y, -1);
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268 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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269 |
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270 | L = float3(p.x, 1, p.y);
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271 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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272 |
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273 | L = float3(p.x, -1, p.y);
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274 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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275 |
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276 | L = float3(1, p.x, p.y);
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277 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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278 |
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279 | L = float3(-1, p.x, p.y);
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280 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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281 | }
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282 | float kd = 1.0;
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283 | float indirect = kd * I;
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284 |
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285 | return indirect;
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286 | }
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287 |
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288 | float4 glossyIndirect(samplerCUBE colorEnvMap, samplerCUBE distEnvMap, float3 N, float3 pos, float3 V)
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289 | {
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290 | float M = REDUCED_CUBEMAP_SIZE;
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291 |
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292 | float3 R = reflect( V, N );
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293 |
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294 | float rr = max( max(abs(R.x), abs(R.y)), abs(R.z) ); // select the largest component
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295 | R /= rr; // scale the largest component to value +/-1
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296 |
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297 | float3 offset1 = float3(1,0,0);
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298 | float3 offset2 = float3(0,1,0);
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299 | if (abs(R.x) > abs(R.y) && abs(R.x) > abs(R.z))
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300 | offset1 = float3(0,0,1);
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301 | if (abs(R.y) > abs(R.x) && abs(R.y) > abs(R.z))
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302 | offset2 = float3(0,0,1);
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303 |
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304 |
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305 | float4 I = 0;
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306 | float3 L;
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307 | float width = 2.0 / M;
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308 |
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309 | L = R;
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310 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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311 |
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312 | L = R + offset1 * width;
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313 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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314 |
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315 | L = R - offset1 * width;
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316 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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317 |
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318 | L = R + offset2 * width;
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319 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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320 |
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321 | L = R - offset2 * width;
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322 | I += Disc2Point_Contr( L * 0.75, pos, N, V, colorEnvMap, distEnvMap);
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323 |
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324 |
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325 | float kd = 1.0;
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326 | //return readCubeMap(SmallEnvMapSampler, pos) + lastCenter.x*0.0000000001;
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327 | return kd * I * 2 * M;
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328 |
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329 | } |
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