[3255] | 1 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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| 2 | {
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| 3 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
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| 4 | return color;
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| 5 | }
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| 6 |
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| 7 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 8 | {
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| 9 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).r;
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| 10 | if(dist == 0) dist = 40; ///sky
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| 11 | return dist;
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| 12 | }
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| 13 |
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| 14 | // This function is called several times.
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| 15 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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| 16 | {
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| 17 | float rl = readDistanceCubeMap( mp, R); // |r|
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| 18 |
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| 19 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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| 20 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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| 21 | float dl = rl * ( 1 - ppp ); // eq. 2
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| 22 | float3 l = x + R * dl; // ray equation
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| 23 |
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| 24 | // iteration
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| 25 | for( int i = 0; i < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
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| 26 | {
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| 27 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 28 | if ( llp < 0.999f ) // undershooting
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| 29 | {
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| 30 | dun = dl; pun = llp; // last undershooting
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| 31 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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| 32 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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| 33 | } else if ( llp > 1.001f ) // overshooting
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| 34 | {
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| 35 | dov = dl; pov = llp; // last overshooting
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| 36 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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| 37 | }
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| 38 | l = x + R * dl; // ray equation
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| 39 | }
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| 40 | return l; // computed hit point
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| 41 | }
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| 42 |
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| 43 | void BottleVS(float4 position : POSITION,
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| 44 | out float3 wPos : TEXCOORD1,
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| 45 | float2 texCoord : TEXCOORD0,
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| 46 | out float2 otexCoord : TEXCOORD0,
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| 47 | float3 normal : NORMAL,
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| 48 | out float3 mNormal : TEXCOORD2,
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| 49 | out float4 hPos : POSITION,
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| 50 | uniform float4x4 worldViewProj,
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| 51 | uniform float4x4 world,
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| 52 | uniform float4x4 worldIT)
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| 53 | {
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| 54 |
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| 55 | hPos = mul(worldViewProj, position);
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| 56 | wPos = mul(world, position).xyz;
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| 57 | mNormal = mul(normal, worldIT);
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| 58 | // mNormal = normal;
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| 59 | otexCoord = texCoord;
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| 60 | }
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| 61 |
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| 62 | //////////////
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| 63 | //Localized reflection
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| 64 | //////////////
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| 65 | void BottlePS( float2 texCoord : TEXCOORD0,
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| 66 | float3 wPos : TEXCOORD1,
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| 67 | float3 mNormal : TEXCOORD2,
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| 68 | uniform float3 cameraPos,
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| 69 | uniform samplerCUBE CubeMap : register(s0),
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| 70 | uniform samplerCUBE DistanceMap : register(s1),
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| 71 | uniform float3 lastCenter,
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| 72 | uniform float3 lightPosition,
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| 73 | uniform float3 color,
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| 74 | out float4 Color :COLOR0)
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| 75 | {
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| 76 |
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| 77 | Color = float4(1,1,1,1);
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| 78 |
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| 79 | mNormal = normalize(mNormal);
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| 80 | float3 RR, TT;
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| 81 | float3 mPos = wPos - lastCenter;
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| 82 | float3 V = normalize(wPos - cameraPos);
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| 83 | float3 R = normalize(reflect( V, mNormal));
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| 84 |
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| 85 | float3 T = normalize(refract(V, mNormal, 0.9));
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| 86 |
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| 87 | RR = R; TT = T;
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| 88 |
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| 89 | RR = Hit(mPos, R, DistanceMap);
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| 90 | TT = Hit(mPos, T, DistanceMap);
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| 91 |
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| 92 | float4 reflectcolor = readCubeMap(CubeMap, RR );
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| 93 | float4 refractcolor = readCubeMap(CubeMap, TT );
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| 94 |
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| 95 | float cos_theta = -dot(V, mNormal);
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| 96 | float sFresnel = 0.2;
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| 97 | float F = (sFresnel + pow(1-cos_theta, 5.0f) * (1-sFresnel));
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| 98 |
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| 99 | Color = (F * reflectcolor + (1-F) * refractcolor * float4(color,1)) ;
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| 100 |
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| 101 | half3 light = lightPosition;
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| 102 | V = -V;
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| 103 | half3 L = normalize(light);
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| 104 | half3 H = normalize(L+V);
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| 105 | half4 lighting = lit(dot(mNormal, L),dot(mNormal, H), 100);
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| 106 |
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| 107 | Color = (0.7 + lighting.y) * Color + lighting.z;
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| 108 | }
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| 109 |
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| 110 |
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| 111 | float4 BottlePhotonMapPS( float2 texCoord : TEXCOORD0,
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| 112 | float3 wPos : TEXCOORD1,
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| 113 | float3 mNormal : TEXCOORD2,
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| 114 | uniform float3 cameraPos,
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| 115 | uniform samplerCUBE DistanceMap : register(s0),
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| 116 | uniform float3 lastCenter):COLOR0
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| 117 | {
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| 118 |
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| 119 | float4 Color = float4(1,1,1,1);
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| 120 |
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| 121 | mNormal = normalize(mNormal);
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| 122 | float3 newTexCoord;
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| 123 | float3 mPos = wPos - lastCenter;
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| 124 | float3 V = normalize(wPos - cameraPos);
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| 125 | float3 R = normalize(refract( V, mNormal, 0.65 ));
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| 126 |
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| 127 | newTexCoord = R;
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| 128 |
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| 129 | newTexCoord = Hit(mPos, R, DistanceMap);
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| 130 |
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| 131 | Color = float4(normalize(newTexCoord),1);
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| 132 |
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| 133 | //if(dot(V,mNormal)>0)
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| 134 | //{
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| 135 | // Color = float4(1,0,0,0);
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| 136 | //}
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| 137 | return Color;
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| 138 | } |
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