[3255] | 1 | float4x4 world_IT;
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| 2 | int REDUCED_CUBEMAP_SIZE = 8;
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| 3 |
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| 4 |
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| 5 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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| 6 | {
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| 7 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
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| 8 | return color;
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| 9 | }
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| 10 |
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| 11 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 12 | {
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| 13 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).r;
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| 14 | if(dist == 0) dist = 4000; ///sky
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| 15 | return dist;
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| 16 | }
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| 17 |
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| 18 | // This function is called several times.
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| 19 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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| 20 | {
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| 21 | float rl = readDistanceCubeMap( mp, R); // |r|
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| 22 |
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| 23 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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| 24 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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| 25 | float dl = rl * ( 1 - ppp ); // eq. 2
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| 26 | float3 l = x + R * dl; // ray equation
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| 27 |
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| 28 | // iteration
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| 29 | for( int i = 0; i < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
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| 30 | {
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| 31 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 32 | if ( llp < 0.999f ) // undershooting
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| 33 | {
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| 34 | dun = dl; pun = llp; // last undershooting
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| 35 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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| 36 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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| 37 | } else if ( llp > 1.001f ) // overshooting
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| 38 | {
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| 39 | dov = dl; pov = llp; // last overshooting
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| 40 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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| 41 | }
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| 42 | l = x + R * dl; // ray equation
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| 43 | }
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| 44 | return l; // computed hit point
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| 45 | }
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| 46 |
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| 47 | float4 GetContibution(float3 L, float3 pos, float3 N, float3 V, samplerCUBE SmallEnvMapSampler, samplerCUBE DistanceEnvMapSampler) // Phong-Blinn
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| 48 | // L: a hossza lényeges (az egységkocka faláig ér)
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| 49 | {
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| 50 | REDUCED_CUBEMAP_SIZE = 4;
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| 51 | float mindist = 1.0;
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| 52 |
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| 53 | float kd = 0.3; // 0.3
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| 54 | float ks = 0; // 0.5
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| 55 | float shininess = 10;
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| 56 |
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| 57 | float l = length(L);
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| 58 | L = normalize(L);
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| 59 |
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| 60 | //dw
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| 61 | float dw = 4 / (REDUCED_CUBEMAP_SIZE*REDUCED_CUBEMAP_SIZE*l*l*l + 4/3.1416f);
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| 62 | //Lin
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| 63 | float4 Lin = readCubeMap(SmallEnvMapSampler, L);
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| 64 | //r
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| 65 | float doy = readDistanceCubeMap(DistanceEnvMapSampler, L);
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| 66 | float dxy = length(L * doy - pos);
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| 67 |
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| 68 | dxy = max(mindist, dxy);
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| 69 |
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| 70 |
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| 71 | //dws
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| 72 | float dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
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| 73 | //float dws = dw;
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| 74 |
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| 75 | //L = L * doy - pos; // L: x->y, az objektumtól induljon, ne a középpontból
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| 76 | L = normalize(L);
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| 77 | float3 H = normalize(L + V); // felezõvektor
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| 78 |
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| 79 | float a = kd * max(dot(N,L),0) +
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| 80 | ks * pow(max(dot(N,H),0), shininess); // diffuse + specular
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| 81 |
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| 82 | // 1.: eddigi
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| 83 | //return Lin * a * dws;
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| 84 |
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| 85 | float ctheta_in = dot(N,L);
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| 86 | float ctheta_out = dot(N,V);
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| 87 |
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| 88 | return Lin * a * dws;
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| 89 | }
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| 90 |
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| 91 | void DiffuseVS(float4 position : POSITION,
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| 92 | float3 normal : NORMAL,
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| 93 | half3 tangent : TEXCOORD1,
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| 94 | float2 texCoord : TEXCOORD0,
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| 95 | out float2 otexCoord : TEXCOORD0,
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| 96 | out float3 wPos : TEXCOORD1,
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| 97 | out float3 mNormal : TEXCOORD2,
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| 98 | out half3 Tangent : TEXCOORD3, |
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| 99 | out half3 Binormal : TEXCOORD4,
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| 100 | out float4 hPos : POSITION,
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| 101 | uniform float4x4 worldViewProj,
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| 102 | uniform float4x4 world)
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| 103 | {
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| 104 |
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| 105 | hPos = mul(worldViewProj, position);
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| 106 | wPos = mul(world, position).xyz;
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| 107 | //mNormal = mul(normal, world_IT);
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| 108 | mNormal = normal;
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| 109 | otexCoord = texCoord;
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| 110 | Tangent = tangent;
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| 111 | Binormal = cross(tangent, normal);
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| 112 | }
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| 113 |
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| 114 | float4 DiffusePS( float2 Tex : TEXCOORD0,
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| 115 | float3 pos : TEXCOORD1,
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| 116 | float3 N : TEXCOORD2,
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| 117 | half3 Tangent : TEXCOORD3, |
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| 118 | half3 Binormal : TEXCOORD4,
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| 119 | uniform float3 cameraPos,
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| 120 | uniform float3 lastCenter,
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| 121 | uniform half3 lightPosition,
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| 122 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
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| 123 | uniform samplerCUBE DistanceEnvMapSampler : register(s1),
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| 124 | uniform sampler2D ColorTexture : register(s2),
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| 125 | uniform sampler2D NormalMap : register(s3)
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| 126 | ) : COLOR0
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| 127 | {
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| 128 | REDUCED_CUBEMAP_SIZE = 4;
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| 129 |
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| 130 | //V = /*-*/normalize( V );
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| 131 | float3 V = normalize(pos - cameraPos); //
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| 132 |
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| 133 | float3x3 ModelToTangent = float3x3(Tangent, Binormal, N);
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| 134 | half3 tNormal = tex2D(NormalMap, Tex).rgb; |
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| 135 |
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| 136 | N =mul(tNormal, ModelToTangent );
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| 137 | N = mul( N, world_IT );
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| 138 | N = normalize(N);
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| 139 |
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| 140 | float3 R = reflect(V, N);
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| 141 | pos -= lastCenter;
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| 142 |
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| 143 | float4 intens = 0;
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| 144 |
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| 145 |
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| 146 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE; x++) // az envmap minden texelére
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| 147 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE; y++)
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| 148 | {
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| 149 | // intenzitás kiolvasása az adott texelbõl
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| 150 |
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| 151 | float2 p, tpos;
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| 152 | tpos.x = x/(float)REDUCED_CUBEMAP_SIZE; // 0..1
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| 153 | tpos.y = y/(float)REDUCED_CUBEMAP_SIZE; // 0..1
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| 154 | tpos.xy += float2(0.5/REDUCED_CUBEMAP_SIZE, 0.5/REDUCED_CUBEMAP_SIZE); // az adott texel középpont uv koordinátái
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| 155 |
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| 156 | p.x = tpos.x;
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| 157 | p.y = 1-tpos.y;
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| 158 | p.xy = 2*p.xy - 1; // -1..1 // az adott texel középpont pozíciója
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| 159 |
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| 160 | float3 L;
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| 161 |
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| 162 | L = float3(p.x, p.y, 1);
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| 163 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 164 |
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| 165 | L = float3(p.x, p.y, -1);
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| 166 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 167 |
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| 168 | L = float3(p.x, 1, p.y);
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| 169 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 170 |
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| 171 | L = float3(p.x, -1, p.y);
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| 172 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 173 |
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| 174 | L = float3(1, p.x, p.y);
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| 175 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 176 |
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| 177 | L = float3(-1, p.x, p.y);
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| 178 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 179 | }
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| 180 |
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| 181 | half3 light = lightPosition;
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| 182 | half3 L = normalize(light);
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| 183 | half3 H = normalize(L + V);
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| 184 | half4 lighting = lit(dot(N, L),dot(N, H), 20);
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| 185 |
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| 186 | float4 retColor = intens;
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| 187 | float4 texColor = tex2D(ColorTexture, Tex);
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| 188 | retColor = intens * texColor * 1.5
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| 189 | + lighting.y * texColor * 0.15
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| 190 | + lighting.z * 0.15
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| 191 | ;
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| 192 | return retColor;
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| 193 | } |
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