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 | color.a = 1;
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5 | return color;
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6 | }
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7 |
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8 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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9 | {
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10 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).a;
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11 | if(dist == 0) dist = 1000; ///sky
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12 | return dist;
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13 | }
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14 |
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15 | #define SECANT_ITERATIONCOUNT 20
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16 |
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17 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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18 | {
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19 | float rl = readDistanceCubeMap( mp, R); // |r|
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20 |
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21 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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22 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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23 | float dl = rl * ( 1 - ppp ); // eq. 2
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24 | float3 l = x + R * dl; // ray equation
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25 |
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26 | // iteration
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27 | for( int i = 0; i < SECANT_ITERATIONCOUNT ; i++ )
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28 | {
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29 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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30 | if ( llp < 0.999f ) // undershooting
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31 | {
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32 | dun = dl; pun = llp; // last undershooting
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33 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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34 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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35 | } else if ( llp > 1.001f ) // overshooting
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36 | {
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37 | dov = dl; pov = llp; // last overshooting
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38 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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39 | }
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40 | l = x + R * dl; // ray equation
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41 | }
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42 | return l; // computed hit point
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43 | }
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44 |
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45 |
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46 | struct Shaded_OUT
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47 | {
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48 | float4 vPos : POSITION;
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49 | float4 wNormal : TEXCOORD0;
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50 | float4 wPos : TEXCOORD1;
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51 | };
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52 |
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53 |
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54 | float4 EnvMap_Default_PS(Shaded_OUT IN,
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55 | uniform samplerCUBE CubeMap : register(s0),
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56 | uniform float3 cameraPos) : COLOR0
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57 | {
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58 | float3 N = normalize(IN.wNormal.xyz);
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59 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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60 | float3 R = reflect( V, N);
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61 |
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62 | return readCubeMap(CubeMap, R );
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63 | }
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64 |
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65 | float4 EnvMap_Refract_Default_PS
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66 | (Shaded_OUT IN,
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67 | uniform samplerCUBE CubeMap : register(s0),
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68 | uniform float3 cameraPos,
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69 | uniform float sRefraction,
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70 | uniform float transparency ) : COLOR0
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71 | {
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72 | float3 N = normalize(IN.wNormal.xyz);
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73 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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74 | float3 R = reflect( V, N);
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75 | float3 R2 = refract( V, N, sRefraction);
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76 |
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77 | return 0.5;//(1.0 - transparency) * readCubeMap(CubeMap, R ) + transparency * readCubeMap(CubeMap, R2);
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78 | }
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79 |
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80 | float4 EnvMap_Localized_Reflection_PS( Shaded_OUT IN,
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81 | uniform samplerCUBE CubeMap : register(s0),
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82 | uniform samplerCUBE DistanceMap : register(s1),
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83 | uniform float3 cameraPos,
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84 | uniform float3 lastCenter,
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85 | uniform float sFresnel,
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86 | uniform float sRefraction ) :COLOR0
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87 | {
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88 | float3 N = normalize(IN.wNormal.xyz);
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89 | float3 RR;
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90 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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91 | float3 cubePos = IN.wPos.xyz - lastCenter;
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92 | float3 R = reflect( V, N);
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93 |
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94 | RR = R;
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95 | RR = Hit(cubePos, R, DistanceMap);
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96 |
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97 | return readCubeMap(CubeMap, RR );
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98 | }
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99 |
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100 | float4 EnvMap_Localized_Refraction_PS( Shaded_OUT IN,
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101 | uniform samplerCUBE CubeMap : register(s0),
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102 | uniform samplerCUBE DistanceMap : register(s1),
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103 | uniform float3 cameraPos,
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104 | uniform float3 lastCenter,
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105 | uniform float4 sFresnel,
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106 | uniform float sRefraction ) :COLOR0
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107 | {
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108 | float4 Color = 0;
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109 | float3 N = normalize(IN.wNormal.xyz);
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110 | float3 RR, TT;
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111 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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112 | float3 cubePos = IN.wPos.xyz - lastCenter;
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113 | float3 R = reflect( V, N);
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114 | float3 T = refract(V, N, sRefraction);
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115 |
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116 |
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117 | RR = R; TT = T;
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118 | RR = Hit(cubePos, R, DistanceMap);
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119 | float4 reflectcolor = readCubeMap(CubeMap, RR );
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120 |
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121 | if(dot(T,T)!=0)
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122 | {
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123 | TT = Hit(cubePos, T, DistanceMap);
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124 | float4 refractcolor = readCubeMap(CubeMap, TT );
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125 |
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126 | float cos_theta = -dot(V, N);
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127 | float F = (sFresnel + pow(1 - cos_theta, 5.0f) * (1 - sFresnel));
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128 | F = saturate(F);
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129 | Color = (F * reflectcolor + (1 - F) * refractcolor);
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130 | }
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131 | else
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132 | {
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133 | Color = reflectcolor;
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134 | }
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135 | return Color;
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136 | }
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137 |
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138 |
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139 | float4 EnvMap_LocalizedMetal_PS( Shaded_OUT IN,
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140 | uniform samplerCUBE CubeMap : register(s0),
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141 | uniform samplerCUBE DistanceMap : register(s1),
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142 | uniform float3 cameraPos,
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143 | uniform float3 lastCenter,
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144 | uniform float3 F0 ):COLOR0
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145 | {
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146 | float4 Color;
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147 | float3 N = normalize(IN.wNormal.xyz);
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148 | float3 RR;
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149 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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150 | float3 cubePos = IN.wPos.xyz - lastCenter;
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151 | float3 R = reflect( V, N);
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152 |
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153 | RR = R;
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154 | RR = Hit(cubePos, R, DistanceMap);
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155 | Color = readCubeMap(CubeMap, RR);
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156 | //Color = readDistanceCubeMap(DistanceMap, cubePos)/300.0;
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157 | //return Color;
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158 |
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159 | float ctheta_in = dot(N, R);
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160 | float ctheta_out = dot(N, -V);
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161 |
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162 | float3 F = 0;
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163 |
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164 | // compute F,P,G
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165 | //if ( ctheta_in > 0 && ctheta_out > 0 )
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166 | {
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167 | float3 H = normalize(R - V); // felezõvektor
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168 | float cbeta = dot(H,R);
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169 | //F = ( (n-1)*(n-1) + pow(1-cbeta,5) * 4*n + k*k) / ( (n+1)*(n+1) + k*k );
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170 | //float3 F0 = ((n-1)*(n-1) + k*k) / ( (n+1)*(n+1) + k*k );
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171 | //float3 F1 = float3(1.0f,1.0f,1.0f) - F0;
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172 | F = F0 + (1 - F0) * pow(1 - cbeta, 5);
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173 | }
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174 |
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175 | return Color * float4(F,1);
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176 | }
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