[3255] | 1 | #define SAMPLECUTDIST2 0.01
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| 2 | #define WEIGHTCUTOFF 0.01
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| 3 | #define DIST_BIAS 0.005
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| 4 |
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| 5 | uniform int nRadionColumns;
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| 6 | uniform float3 lightPos;
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| 7 | uniform float3 lightDir;
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| 8 | uniform float lightPower;
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| 9 | uniform float4 lightColor;
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| 10 | uniform float clusterCount;
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| 11 | uniform float4x4 lightViewProj;
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| 12 | uniform float lightFarPlane;
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| 13 | uniform float4 lightAttenuation;
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| 14 | uniform float spotLightFalloff;
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| 15 | uniform float lightAngleCos;
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| 16 |
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| 17 | struct vsInputComputeWeights
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| 18 | {
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| 19 | float4 pos : POSITION;
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| 20 | float2 tex : TEXCOORD0;
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| 21 | };
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| 22 |
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| 23 | struct vsOutputComputeWeights
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| 24 | {
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| 25 | float4 pos : POSITION;
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| 26 | float2 tex : TEXCOORD0;
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| 27 | };
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| 28 |
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| 29 | vsOutputComputeWeights
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| 30 | vsComputeWeights(vsInputComputeWeights input)
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| 31 | {
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| 32 | vsOutputComputeWeights output = (vsOutputComputeWeights)0;
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| 33 | output.pos = input.pos;
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| 34 | output.tex = (input.pos.xy + 1.0) / 2.0;
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| 35 | //output.tex = input.tex;
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| 36 | output.tex.y = 1.0 - output.tex.y;
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| 37 | //input.pos.y *= -1;
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| 38 |
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| 39 | return output;
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| 40 | }
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| 41 |
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| 42 | float4 psComputeWeights(vsOutputComputeWeights input,
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| 43 | uniform sampler2D radionSampler : register(s0),
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| 44 | uniform sampler2D shadowMap : register(s1)) : COLOR0
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| 45 | {
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| 46 | float dataColumnWidth = 1.0 / (float)nRadionColumns;
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| 47 | /*int bushIndex = input.tex.x * 4096 + input.tex.y * nRadionColumns * 4096;
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| 48 | int werx = bushIndex % nRadionColumns;
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| 49 | int wery = bushIndex / nRadionColumns;
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| 50 | float3 pos = tex2D(radionSampler, float2((werx + 0.25) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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| 51 | float3 dir = tex2D(radionSampler, float2((werx + 0.75) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;*/
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| 52 | float3 pos = tex2D(radionSampler, float2(input.tex.x + 0.25 * dataColumnWidth, input.tex.y + 0.5 / 4096.0) ).xyz;
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| 53 | float3 dir = tex2D(radionSampler, float2(input.tex.x + 0.75 * dataColumnWidth, input.tex.y + 0.5 / 4096.0) ).xyz;
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| 54 | dir = normalize(dir);
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| 55 |
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| 56 | float3 diff = lightPos - pos;
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| 57 | float dist2 = dot(diff, diff);
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| 58 | float dist = sqrt(dist2);
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| 59 | diff = normalize(diff);
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| 60 | float cosb = max(dot(dir, diff), 0);
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| 61 |
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| 62 | float visibility = 0;
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| 63 | float4 lightVPos = mul(lightViewProj, float4(pos,1));
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| 64 |
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| 65 | if( lightVPos.z > 0.0)
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| 66 | {
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| 67 | lightVPos /= lightVPos.w;
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| 68 | float d = length(lightVPos.xy);
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| 69 |
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| 70 | if(d <= 1.0)
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| 71 | {
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| 72 | float dd = dist / lightFarPlane;
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| 73 | lightVPos.xy = (lightVPos.xy + 1.0) / 2.0;
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| 74 | lightVPos.y = 1.0 - lightVPos.y;
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| 75 | float storedDist = tex2D(shadowMap, lightVPos.xy).r;
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| 76 | visibility = dd < storedDist + DIST_BIAS;
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| 77 | }
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| 78 | }
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| 79 | //visibility = 1;
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| 80 | //visibility = 1.0 - visibility;
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| 81 | //visibility = 1.0 + 0.00001 * visibility;
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| 82 | float spotFalloff = (dot(-diff, lightDir) - lightAngleCos) / (1.0 - lightAngleCos);
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| 83 | //float spotFalloff = max( dot(-diff, lightDir), 0) + 0.0000000001 * lightAngleCos;
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| 84 | //spotFalloff = 1.0 + spotFalloff * 0.000000001;
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| 85 | spotFalloff = pow(saturate(spotFalloff), spotLightFalloff);
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| 86 |
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| 87 | visibility *= spotFalloff / (lightAttenuation.y + dist * lightAttenuation.z + dist2 * lightAttenuation.w);
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| 88 |
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| 89 | float4 ret = visibility * cosb * lightPower * lightColor;
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| 90 | return ret;
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| 91 | }
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| 92 |
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| 93 | float4 psComputeWeightsPoint(vsOutputComputeWeights input,
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| 94 | uniform sampler2D radionSampler : register(s0),
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| 95 | uniform samplerCUBE shadowMap : register(s1)) : COLOR0
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| 96 | {
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| 97 | float dataColumnWidth = 1.0 / (float)nRadionColumns;
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| 98 | /* int bushIndex = input.tex.x * 4096 + input.tex.y * nRadionColumns * 4096;
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| 99 | int werx = bushIndex % nRadionColumns;
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| 100 | int wery = bushIndex / nRadionColumns;
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| 101 | float3 pos = tex2D(radionSampler, float2((werx + 0.25) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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| 102 | float3 dir = tex2D(radionSampler, float2((werx + 0.75) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;*/
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| 103 | float3 pos = tex2D(radionSampler, float2(input.tex.x + 0.25 * dataColumnWidth, input.tex.y + 0.5 / 4096.0) ).xyz;
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| 104 | float3 dir = tex2D(radionSampler, float2(input.tex.x + 0.75 * dataColumnWidth, input.tex.y + 0.5 / 4096.0) ).xyz;
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| 105 | // float3 pos = tex2D(radionSampler, float2(0.25, input.tex.y + 0.5 / 4096.0) ).xyz;
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| 106 | // float3 dir = tex2D(radionSampler, float2(0.75, input.tex.y + 0.5 / 4096.0) ).xyz;
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| 107 |
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| 108 | dir = normalize(dir);
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| 109 |
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| 110 | float3 diff = lightPos - pos;
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| 111 | float dist2 = dot(diff, diff);
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| 112 | float dist = sqrt(dist2);
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| 113 | diff = normalize(diff);
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| 114 | float cosb = max(dot(dir, diff), 0);
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| 115 |
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| 116 | float visibility = 1;
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| 117 | float4 lightVPos = mul(lightViewProj, float4(pos,1));
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| 118 |
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| 119 | float distNorm = dist / lightFarPlane;
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| 120 | float storedDist = texCUBE(shadowMap, float3(-diff.xy, diff.z)).r;
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| 121 | dist -= DIST_BIAS;
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| 122 | visibility = (distNorm <= storedDist);
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| 123 | //visibility = visibility * 0.0000001 + 1.0;
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| 124 | visibility *= 1.0 / (lightAttenuation.y + dist * lightAttenuation.z + dist * dist * lightAttenuation.w);
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| 125 |
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| 126 | float4 ret = visibility * cosb * lightPower * lightColor;
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| 127 |
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| 128 | //ret = 0.00000001 * ret * nRadionColumns + (dist<25.0);//float4(pos,1);//input.tex.y * 4096.0;
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| 129 | return ret;
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| 130 | }
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| 131 |
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| 132 | float4 psSumWeights(vsOutputComputeWeights input,
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| 133 | uniform sampler2D radionSampler : register(s0),
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| 134 | uniform sampler2D entryPointCountSampler : register(s1),
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| 135 | uniform sampler2D allWeightsSampler : register(s2)) : COLOR0
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| 136 | {
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| 137 | float halfPixel = 0.5 / clusterCount;
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| 138 | float iCluster = input.tex.x + halfPixel;
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| 139 | int entryPointCount = tex2D(entryPointCountSampler, float2(iCluster, 0.25));
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| 140 | int currentEntryPoint = tex2D(entryPointCountSampler, float2(iCluster, 0.75));
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| 141 | //sum entrypoint weights
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| 142 | float3 weight = 0;
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| 143 | float clusterRad = 0;
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| 144 | for(int i = 0; i < entryPointCount; i++)
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| 145 | {
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| 146 | float dataColumnWidth = 1.0 / (float)nRadionColumns;
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| 147 | int werx = currentEntryPoint % nRadionColumns;
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| 148 | int wery = currentEntryPoint / nRadionColumns;
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| 149 | float2 coord1 = float2((werx + 0.5) * dataColumnWidth, (wery + 0.5) / 4096.0);
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| 150 | float2 coord2 = coord1 + float2(0.25 * dataColumnWidth, 0);
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| 151 |
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| 152 | //coord1 = coord1 * 0.00000001 + float2(0.5, (currentEntryPoint + 0.5)/4096);
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| 153 | //coord2 = coord1 + float2(0.25, 0);
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| 154 |
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| 155 | float3 w = tex2Dlod(allWeightsSampler, float4(coord1, 0, 0)).rgb;
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| 156 | float radrad = tex2Dlod(radionSampler, float4(coord2, 0, 0)).a;
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| 157 | weight += w * radrad;
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| 158 | clusterRad += radrad;
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| 159 | currentEntryPoint++;
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| 160 | }
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| 161 |
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| 162 | if(clusterRad >= 0)
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| 163 | weight /= clusterRad;
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| 164 | else
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| 165 | weight = 0;
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| 166 |
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| 167 | float4 ret = 0;
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| 168 | //if(abs(input.tex.x - 2*halfPixel*2)<halfPixel/2.0)
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| 169 | ret = float4(weight, 1);
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| 170 | return ret;
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| 171 | }
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| 172 |
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| 173 | void EntryPointDisplayVS(float4 position :POSITION0,
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| 174 | float4 color :COLOR0,
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| 175 | uniform float4x4 worldViewProj,
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| 176 | out float4 hPos:POSITION,
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| 177 | out float3 texCoord: TEXCOORD0)
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| 178 | {
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| 179 | hPos = mul(worldViewProj, float4(position.x,0,position.z,1));
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| 180 | texCoord = color.xyz;
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| 181 | texCoord = position.y;
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| 182 | }
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| 183 |
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| 184 | float4 EntryPointDisplayPS(float3 texCoord : TEXCOORD0,
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| 185 | uniform sampler2D weightTexture : register(s0),
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| 186 | uniform sampler2D clusterWeightTexture : register(s1)):COLOR0
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| 187 | {
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| 188 | float entryPointID = (256.0f * texCoord.r * 256.0f + 256.0f * texCoord.g + 0.5) / 4096.0f;
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| 189 | entryPointID = texCoord.x;
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| 190 | //return float4(texCoord, 1);
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| 191 | //return tex2D(clusterWeightTexture, float2(0.5, 1.0 - ((entryPointID + 0.5 )/ 4096.0)));
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| 192 | return tex2D(weightTexture, float2(0.5, ((entryPointID + 0.5 )/ 4096.0)));
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| 193 | //return abs(tex2D(weightTexture, float2(0.5, ((entryPointID + 0.5 )/ 4096.0))) - entryPointID);
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| 194 | return entryPointID;
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| 195 | }
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| 196 | |
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