[845] | 1 | #define D 128
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| 2 | //#define Dper4Pi 14.33
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| 3 |
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| 4 | struct VertexOut
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| 5 | {
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| 6 | float4 Position :POSITION;
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| 7 | float4 Color :COLOR0;
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| 8 | float2 TexCoord :TEXCOORD;
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| 9 | int ID :TEXCOORD1;
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| 10 | };
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| 11 |
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| 12 |
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| 13 | VertexOut VertexProgram(
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| 14 | float4 Position : POSITION,
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| 15 | float2 TexCoord : TEXCOORD0,
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| 16 | float4 Color : COLOR0,
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| 17 | uniform float4x4 ModelViewProj:state.matrix.mvp
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| 18 | )
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| 19 | {
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| 20 | VertexOut Out;
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| 21 |
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| 22 | Out.TexCoord=TexCoord;
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| 23 | //Out.Position=mul(ModelViewProj, Position);
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| 24 | Out.Position=Position;
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| 25 | Out.ID=TexCoord.x;
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| 26 | return Out;
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| 27 | }
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| 28 |
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| 29 | float4 FragmentProgram(VertexOut In,
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| 30 | uniform samplerRECT IllumTexture,
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| 31 | uniform samplerRECT TauTexture,
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| 32 | uniform samplerRECT VisMap,
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| 33 | uniform samplerRECT DirectIllumTexture,
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| 34 | uniform samplerRECT Phase,
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| 35 | uniform float4 EyeDirsWeights ,
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| 36 | uniform float3 Alb_Op) : COLOR
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| 37 | {
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| 38 |
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| 39 | float4 Color=float4(0,0,0,1);
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| 40 |
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| 41 | int particle=In.ID;
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| 42 | int direction=floor(EyeDirsWeights.x);
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| 43 | float4 I;
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| 44 |
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| 45 | float ds=texRECT(VisMap,float2(particle,direction)).g;
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| 46 | float tau=texRECT(TauTexture,float2(particle,1)).r;
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| 47 | float alpha=1-exp(-ds*tau);
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| 48 | //float alpha=Alb_Op.y;
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| 49 |
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| 50 | I=texRECT(IllumTexture,float2(particle,direction));
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| 51 | Color=texRECT(DirectIllumTexture,float2(particle,direction))+(1-alpha)*I;
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| 52 |
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| 53 | for(int d=0;d<D;d++)
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| 54 | {
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| 55 | I=texRECT(IllumTexture,float2(particle,d));
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| 56 | Color+=I*(alpha*Alb_Op.z*texRECT(Phase,float2(d,direction)).r);
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| 57 | }
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| 58 |
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| 59 |
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| 60 | return Color;
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| 61 | } |
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