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RayTraceEffects.fx File Reference


Defines

#define SHADOWMAP_SIZE   512.0f
#define ATLASMAP_SIZE   512.0f
#define HALF   0.5f / SHADOWMAP_SIZE
#define ONE   1.0f / SHADOWMAP_SIZE
#define TWO   2.0f / SHADOWMAP_SIZE
#define THREE   3.0f / SHADOWMAP_SIZE
#define FIVE   5.0f / SHADOWMAP_SIZE
#define TEN   10.0f / SHADOWMAP_SIZE
#define HALF_ATLAS   0.5f / ATLASMAP_SIZE
#define AMB   float4(0.5,0.5,0.5,1)
#define FI   45
#define SAMPLER_LINEAR(g_samplerMap, g_txMap)
#define SAMPLER_POINT(g_samplerMap, g_txMap)
#define Technique(name)

Functions

 SAMPLER_LINEAR (g_samplerRoomMap, g_txRoomOriginalTexture)
 SAMPLER_LINEAR (g_samplerRoomLastMap, g_txRoomLastTexture)
 SAMPLER_LINEAR (g_samplerPhotonUVMap, g_txPhotonUVTexture)
 SAMPLER_LINEAR (g_samplerPowerOfPhotonHitMap, g_txPowerOfPhotonHitTexture)
 SAMPLER_LINEAR (g_samplerColumnLast0Map, g_txColumn0LastTexture)
 SAMPLER_LINEAR (g_samplerColumnLast1Map, g_txColumn1LastTexture)
 SAMPLER_LINEAR (g_samplerColumnLast2Map, g_txColumn2LastTexture)
 SAMPLER_LINEAR (g_samplerColumnLast3Map, g_txColumn3LastTexture)
 SAMPLER_LINEAR (g_samplerColumnOriginalMap, g_txColumnOriginalTexture)
 SAMPLER_POINT (g_samplerRoomModifiedMap, g_txRoomModifiedTexture)
 SAMPLER_POINT (g_samplerColumnModified0Map, g_txColumn0ModifiedTexture)
 SAMPLER_POINT (g_samplerColumnModified1Map, g_txColumn1ModifiedTexture)
 SAMPLER_POINT (g_samplerColumnModified2Map, g_txColumn2ModifiedTexture)
 SAMPLER_POINT (g_samplerColumnModified3Map, g_txColumn3ModifiedTexture)
float3 Hit (float3 x, float3 R, samplerCUBE mp)
float4 FlowLight (sampler2D mp, float2 Tex)
void RenderRoomColorDistanceVS (float4 Pos:POSITION, float2 Tex:TEXCOORD0, out float4 outhPos:POSITION, out float2 outTex:TEXCOORD0, out float4 outPos:TEXCOORD1)
float4 RenderRoomColorDistancePS (float2 Tex:TEXCOORD0, float4 Pos:TEXCOORD1)
void RenderRoomUVVS (float4 Pos:POSITION, float2 Tex:TEXCOORD0, out float4 outhPos:POSITION, out float2 outTex:TEXCOORD0)
float4 RenderRoomUVPS (float2 Tex:TEXCOORD0)
void RenderUmbraVS (float4 Pos:POSITION, float2 Tex:TEXCOORD0, float3 Normal:NORMAL, out float4 outhPos:POSITION, out float2 outTex:TEXCOORD0, out float3 outPos:TEXCOORD1, out float outCosT:TEXCOORD2, out float4 outLPos:TEXCOORD3)
float4 RenderUmbraPS (float2 Tex:TEXCOORD0, float3 Pos:TEXCOORD1, float CosT:TEXCOORD2, float4 LPos:TEXCOORD3)
void RenderRoomAndColumnsScreenVS (float4 Pos:POSITION, float2 Tex:TEXCOORD0, out float4 outhPos:POSITION, out float2 outTex:TEXCOORD0)
float4 RenderRoomAndColumnsScreenPS (float2 Tex:TEXCOORD0)
void RenderPhotonMapUVVS (float4 Pos:POSITION, float3 Normal:NORMAL, float3 Tex:TEXCOORD0, out float4 outhPos:POSITION, out float3 outTex:TEXCOORD0, out float3 outPos:TEXCOORD1, out float3 outN:TEXCOORD2, out float3 outL:TEXCOORD3)
float4 RenderPhotonMapUVPS (float3 Tex:TEXCOORD0, float3 Pos:TEXCOORD1, float3 N:TEXCOORD2, float3 L:TEXCOORD3)
void RenderPhotonMapUVClassicVS (float4 Pos:POSITION, float3 Normal:NORMAL, float3 Tex:TEXCOORD0, out float4 outhPos:POSITION, out float3 outTex:TEXCOORD0, out float3 outPos:TEXCOORD1, out float3 outN:TEXCOORD2, out float3 outL:TEXCOORD3)
float4 RenderPhotonMapUVClassicPS (float3 Tex:TEXCOORD0, float3 Pos:TEXCOORD1, float3 N:TEXCOORD2, float3 L:TEXCOORD3)
void RenderPhotonHitVS (float4 Pos:POSITION, float4 Color:COLOR0, float2 Tex:TEXCOORD0, out float4 outhPos:POSITION, out float2 outTex:TEXCOORD0, out float4 outPos:TEXCOORD1)
float4 RenderPhotonHitPS (float2 Tex:TEXCOORD0, float4 Pos:TEXCOORD1)
void RenderRefractObjectScreenVS (float4 Pos:POSITION, float3 Normal:NORMAL, float2 Tex:TEXCOORD0, out float4 outhPos:POSITION, out float2 outTex:TEXCOORD0, out float3 outPos:TEXCOORD1, out float3 outN:TEXCOORD2, out float3 outV:TEXCOORD3)
float4 RenderRefractObjectScreenPS (float2 Tex:TEXCOORD0, float3 p0:TEXCOORD1, float3 N:TEXCOORD2, float3 V:TEXCOORD3)
void RenderRefractObjectScreenClassicVS (float4 Pos:POSITION, float3 Normal:NORMAL, float2 Tex:TEXCOORD0, out float4 outhPos:POSITION, out float3 outPos:TEXCOORD1, out float3 outN:TEXCOORD2, out float3 outV:TEXCOORD3)
float4 RenderRefractObjectScreenClassicPS (float3 p0:TEXCOORD1, float3 N:TEXCOORD2, float3 V:TEXCOORD3)
void RenderLightScreenVS (float4 Pos:POSITION, out float4 outPos:POSITION)
float4 RenderLightScreenPS ()
void RenderShadowMapVS (float4 Pos:POSITION, out float4 outhPos:POSITION, out float2 outPos:TEXCOORD1)
float4 RenderShadowMapPS (float2 Pos:TEXCOORD1)
void TextureCopyAndEnlargeVS (float4 Pos:POSITION, out float4 outhPos:POSITION, out float2 outTex:TEXCOORD0)
float4 TextureCopyAndEnlargePS (float2 Tex:TEXCOORD0)
void RenderMapScreenVS (float4 Pos:POSITION, out float4 outhPos:POSITION, out float2 outTex:TEXCOORD0)
float4 RenderMapScreenPS (float2 Tex:TEXCOORD0)
 Technique (RenderRoomColorDistance)
 Technique (RenderRoomUV)
 Technique (RenderUmbra)
 Technique (RenderRoomAndColumnsScreen)
 Technique (RenderLightScreen)
 Technique (RenderPhotonMapUV)
 Technique (RenderPhotonHit)
 Technique (RenderRefractObjectScreen)
 Technique (RenderShadowMap)
 Technique (TextureCopyAndEnlarge)
 Technique (RenderMapScreen)

Variables

bool g_bShadowON
bool g_bShowHelp
bool g_bCausticsON
int g_iNumberOfIteration
int g_iObjectID
int g_iPhotonMapSize
int g_iIDofMap
float g_fFresnelFactor
float g_fPower
float g_fRefractionIndex
float g_fShadowIntensity
float g_fCausticsIntensity
float2 g_vMapScreenPos
float2 g_vMapScreenSize
float3 g_vCameraPos3f
float3 g_vLightPos3f
float4x4 g_mWorldView
float4x4 g_mWorldViewProjection
float4x4 g_mWorldCenterObject
float4x4 g_mLightViewTexBias
texture g_txRoomColorDistanceCubeMap
texture g_txRoomUVCubeMap
texture g_txPhotonUVTexture
texture g_txPowerOfPhotonHitTexture
texture g_txRoomOriginalTexture
texture g_txRoomModifiedTexture
texture g_txRoomLastTexture
texture g_txColumn0ModifiedTexture
texture g_txColumn0LastTexture
texture g_txColumn1ModifiedTexture
texture g_txColumn1LastTexture
texture g_txColumn2ModifiedTexture
texture g_txColumn2LastTexture
texture g_txColumn3ModifiedTexture
texture g_txColumn3LastTexture
texture g_txColumnOriginalTexture
texture g_txShadowMapTexture
sampler2D g_samplerShadowMap
samplerCUBE g_samplerRoomColorDistanceCubeMap
samplerCUBE g_samplerRoomUVCubeMap
samplerCUBE g_samplerRoomCubeMapUVMap_NO_FILTER

Define Documentation

#define AMB   float4(0.5,0.5,0.5,1)
 

#define ATLASMAP_SIZE   512.0f
 

#define FI   45
 

#define FIVE   5.0f / SHADOWMAP_SIZE
 

#define HALF   0.5f / SHADOWMAP_SIZE
 

#define HALF_ATLAS   0.5f / ATLASMAP_SIZE
 

#define ONE   1.0f / SHADOWMAP_SIZE
 

#define SAMPLER_LINEAR g_samplerMap,
g_txMap   ) 
 

Value:

;       \
        sampler2D g_samplerMap = sampler_state {        \
    Texture = <g_txMap>;                                                \
    MinFilter = Linear;                                                 \
    MagFilter = Linear;                                                 \
    MipFilter = Linear;                                                 \
    AddressU  = BORDER;                                                 \
    AddressV  = BORDER;                                                 \
};

#define SAMPLER_POINT g_samplerMap,
g_txMap   ) 
 

Value:

;       \
        sampler2D g_samplerMap = sampler_state {        \
    Texture = <g_txMap>;                                                \
    MinFilter = Point;                                                  \
    MagFilter = Point;                                                  \
    MipFilter = Point;                                                  \
    AddressU  = BORDER;                                                 \
    AddressV  = BORDER;                                                 \
};

#define SHADOWMAP_SIZE   512.0f
 

#define Technique name   ) 
 

Value:

;                                                               \
        technique name                                                                          \
        {                                                                                                       \
            pass p0                                                                                     \
            {                                                                                           \
                    VertexShader = compile vs_3_0 name##VS();   \
                    PixelShader  = compile ps_3_0 name##PS();   \
                }                                                                                               \
        }

#define TEN   10.0f / SHADOWMAP_SIZE
 

#define THREE   3.0f / SHADOWMAP_SIZE
 

#define TWO   2.0f / SHADOWMAP_SIZE
 


Function Documentation

float4 FlowLight sampler2D  mp,
float2  Tex
 

float3 Hit float3  x,
float3  R,
samplerCUBE  mp
 

float4 RenderLightScreenPS  ) 
 

void RenderLightScreenVS float4 Pos:POSITION  ,
out float4 outPos:POSITION 
 

float4 RenderMapScreenPS float2 Tex:TEXCOORD0   ) 
 

void RenderMapScreenVS float4 Pos:POSITION  ,
out float4 outhPos:POSITION  ,
out float2 outTex:TEXCOORD0 
 

float4 RenderPhotonHitPS float2 Tex:TEXCOORD0  ,
float4 Pos:TEXCOORD1 
 

void RenderPhotonHitVS float4 Pos:POSITION  ,
float4 Color:COLOR0  ,
float2 Tex:TEXCOORD0  ,
out float4 outhPos:POSITION  ,
out float2 outTex:TEXCOORD0  ,
out float4 outPos:TEXCOORD1 
 

float4 RenderPhotonMapUVClassicPS float3 Tex:TEXCOORD0  ,
float3 Pos:TEXCOORD1  ,
float3 N:TEXCOORD2  ,
float3 L:TEXCOORD3 
 

void RenderPhotonMapUVClassicVS float4 Pos:POSITION  ,
float3 Normal:NORMAL  ,
float3 Tex:TEXCOORD0  ,
out float4 outhPos:POSITION  ,
out float3 outTex:TEXCOORD0  ,
out float3 outPos:TEXCOORD1  ,
out float3 outN:TEXCOORD2  ,
out float3 outL:TEXCOORD3 
 

float4 RenderPhotonMapUVPS float3 Tex:TEXCOORD0  ,
float3 Pos:TEXCOORD1  ,
float3 N:TEXCOORD2  ,
float3 L:TEXCOORD3 
 

void RenderPhotonMapUVVS float4 Pos:POSITION  ,
float3 Normal:NORMAL  ,
float3 Tex:TEXCOORD0  ,
out float4 outhPos:POSITION  ,
out float3 outTex:TEXCOORD0  ,
out float3 outPos:TEXCOORD1  ,
out float3 outN:TEXCOORD2  ,
out float3 outL:TEXCOORD3 
 

float4 RenderRefractObjectScreenClassicPS float3 p0:TEXCOORD1  ,
float3 N:TEXCOORD2  ,
float3 V:TEXCOORD3 
 

void RenderRefractObjectScreenClassicVS float4 Pos:POSITION  ,
float3 Normal:NORMAL  ,
float2 Tex:TEXCOORD0  ,
out float4 outhPos:POSITION  ,
out float3 outPos:TEXCOORD1  ,
out float3 outN:TEXCOORD2  ,
out float3 outV:TEXCOORD3 
 

float4 RenderRefractObjectScreenPS float2 Tex:TEXCOORD0  ,
float3 p0:TEXCOORD1  ,
float3 N:TEXCOORD2  ,
float3 V:TEXCOORD3 
 

void RenderRefractObjectScreenVS float4 Pos:POSITION  ,
float3 Normal:NORMAL  ,
float2 Tex:TEXCOORD0  ,
out float4 outhPos:POSITION  ,
out float2 outTex:TEXCOORD0  ,
out float3 outPos:TEXCOORD1  ,
out float3 outN:TEXCOORD2  ,
out float3 outV:TEXCOORD3 
 

float4 RenderRoomAndColumnsScreenPS float2 Tex:TEXCOORD0   ) 
 

void RenderRoomAndColumnsScreenVS float4 Pos:POSITION  ,
float2 Tex:TEXCOORD0  ,
out float4 outhPos:POSITION  ,
out float2 outTex:TEXCOORD0 
 

float4 RenderRoomColorDistancePS float2 Tex:TEXCOORD0  ,
float4 Pos:TEXCOORD1 
 

void RenderRoomColorDistanceVS float4 Pos:POSITION  ,
float2 Tex:TEXCOORD0  ,
out float4 outhPos:POSITION  ,
out float2 outTex:TEXCOORD0  ,
out float4 outPos:TEXCOORD1 
 

float4 RenderRoomUVPS float2 Tex:TEXCOORD0   ) 
 

void RenderRoomUVVS float4 Pos:POSITION  ,
float2 Tex:TEXCOORD0  ,
out float4 outhPos:POSITION  ,
out float2 outTex:TEXCOORD0 
 

float4 RenderShadowMapPS float2 Pos:TEXCOORD1   ) 
 

void RenderShadowMapVS float4 Pos:POSITION  ,
out float4 outhPos:POSITION  ,
out float2 outPos:TEXCOORD1 
 

float4 RenderUmbraPS float2 Tex:TEXCOORD0  ,
float3 Pos:TEXCOORD1  ,
float CosT:TEXCOORD2  ,
float4 LPos:TEXCOORD3 
 

void RenderUmbraVS float4 Pos:POSITION  ,
float2 Tex:TEXCOORD0  ,
float3 Normal:NORMAL  ,
out float4 outhPos:POSITION  ,
out float2 outTex:TEXCOORD0  ,
out float3 outPos:TEXCOORD1  ,
out float outCosT:TEXCOORD2  ,
out float4 outLPos:TEXCOORD3 
 

SAMPLER_LINEAR g_samplerColumnOriginalMap  ,
g_txColumnOriginalTexture 
 

SAMPLER_LINEAR g_samplerColumnLast3Map  ,
g_txColumn3LastTexture 
 

SAMPLER_LINEAR g_samplerColumnLast2Map  ,
g_txColumn2LastTexture 
 

SAMPLER_LINEAR g_samplerColumnLast1Map  ,
g_txColumn1LastTexture 
 

SAMPLER_LINEAR g_samplerColumnLast0Map  ,
g_txColumn0LastTexture 
 

SAMPLER_LINEAR g_samplerPowerOfPhotonHitMap  ,
g_txPowerOfPhotonHitTexture 
 

SAMPLER_LINEAR g_samplerPhotonUVMap  ,
g_txPhotonUVTexture 
 

SAMPLER_LINEAR g_samplerRoomLastMap  ,
g_txRoomLastTexture 
 

SAMPLER_LINEAR g_samplerRoomMap  ,
g_txRoomOriginalTexture 
 

SAMPLER_POINT g_samplerColumnModified3Map  ,
g_txColumn3ModifiedTexture 
 

SAMPLER_POINT g_samplerColumnModified2Map  ,
g_txColumn2ModifiedTexture 
 

SAMPLER_POINT g_samplerColumnModified1Map  ,
g_txColumn1ModifiedTexture 
 

SAMPLER_POINT g_samplerColumnModified0Map  ,
g_txColumn0ModifiedTexture 
 

SAMPLER_POINT g_samplerRoomModifiedMap  ,
g_txRoomModifiedTexture 
 

Technique RenderMapScreen   ) 
 

Technique TextureCopyAndEnlarge   ) 
 

Technique RenderShadowMap   ) 
 

Technique RenderRefractObjectScreen   ) 
 

Technique RenderPhotonHit   ) 
 

Technique RenderPhotonMapUV   ) 
 

Technique RenderLightScreen   ) 
 

Technique RenderRoomAndColumnsScreen   ) 
 

Technique RenderUmbra   ) 
 

Technique RenderRoomUV   ) 
 

Technique RenderRoomColorDistance   ) 
 

float4 TextureCopyAndEnlargePS float2 Tex:TEXCOORD0   ) 
 

void TextureCopyAndEnlargeVS float4 Pos:POSITION  ,
out float4 outhPos:POSITION  ,
out float2 outTex:TEXCOORD0 
 


Variable Documentation

bool g_bCausticsON
 

bool g_bShadowON
 

bool g_bShowHelp
 

float g_fCausticsIntensity
 

float g_fFresnelFactor
 

float g_fPower
 

float g_fRefractionIndex
 

float g_fShadowIntensity
 

int g_iIDofMap
 

int g_iNumberOfIteration
 

int g_iObjectID
 

int g_iPhotonMapSize
 

float4x4 g_mLightViewTexBias
 

float4x4 g_mWorldCenterObject
 

float4x4 g_mWorldView
 

float4x4 g_mWorldViewProjection
 

samplerCUBE g_samplerRoomColorDistanceCubeMap
 

Initial value:

 sampler_state
{
    Texture = <g_txRoomColorDistanceCubeMap>;
    MinFilter = Linear;
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU  = BORDER;
    AddressV  = BORDER;
}

samplerCUBE g_samplerRoomCubeMapUVMap_NO_FILTER
 

Initial value:

 sampler_state
{
    Texture = <g_txRoomUVCubeMap>;
    MinFilter = Point;
    MagFilter = Point;
    MipFilter = Point;
    AddressU  = BORDER;
    AddressV  = BORDER;
}

samplerCUBE g_samplerRoomUVCubeMap
 

Initial value:

 sampler_state
{
    Texture = <g_txRoomUVCubeMap>;
    MinFilter = Linear;
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU  = BORDER;
    AddressV  = BORDER;
}

sampler2D g_samplerShadowMap
 

Initial value:

 sampler_state
{
    Texture = <g_txShadowMapTexture>;
    MinFilter = Linear;
    MagFilter = Linear;
    MipFilter = Linear;
    AddressU  = CLAMP;
    AddressV  = CLAMP;
}

texture g_txColumn0LastTexture
 

texture g_txColumn0ModifiedTexture
 

texture g_txColumn1LastTexture
 

texture g_txColumn1ModifiedTexture
 

texture g_txColumn2LastTexture
 

texture g_txColumn2ModifiedTexture
 

texture g_txColumn3LastTexture
 

texture g_txColumn3ModifiedTexture
 

texture g_txColumnOriginalTexture
 

texture g_txPhotonUVTexture
 

texture g_txPowerOfPhotonHitTexture
 

texture g_txRoomColorDistanceCubeMap
 

texture g_txRoomLastTexture
 

texture g_txRoomModifiedTexture
 

texture g_txRoomOriginalTexture
 

texture g_txRoomUVCubeMap
 

texture g_txShadowMapTexture
 

float3 g_vCameraPos3f
 

float3 g_vLightPos3f
 

float2 g_vMapScreenPos
 

float2 g_vMapScreenSize
 


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