1 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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2 | {
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3 | float4 color = texCUBElod( cm, float4(coord.xy, - coord.z,0) );
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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 = texCUBElod(dcm, float4(coord.xy, - coord.z,0)).a;
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10 | return dist;
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11 | }
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12 |
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13 |
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14 |
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15 | #define MAX_LIN_ITERATIONCOUNT 50 //80
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16 | #define MIN_LIN_ITERATIONCOUNT 30 //60
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17 | #define SECANT_ITERATIONCOUNT 1
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18 | #define MAX_RAY_DEPTH 4
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19 |
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20 | uniform samplerCUBE mp3Color : register(s0);
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21 | uniform samplerCUBE mp3Dist : register(s1);
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22 | uniform samplerCUBE mp1 : register(s2);
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23 | uniform samplerCUBE mp2 : register(s3);
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24 |
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25 |
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26 | void linearSearch( float3 x, float3 R, samplerCUBE mp,
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27 | out float3 p,
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28 | out float dl,
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29 | out float dp,
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30 | out float llp,
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31 | out float ppp)
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32 | {
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33 | p = 1;
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34 |
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35 | float3 Ra = abs(R), xa = abs(x);
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36 | float a = max(max(xa.x, xa.y), xa.z) / max(max(Ra.x, Ra.y), Ra.z);
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37 | bool undershoot = false, overshoot = false;
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38 |
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39 | float dt = length(x / max(max(xa.x, xa.y), xa.z) - R / max(max(Ra.x, Ra.y), Ra.z)) * MAX_LIN_ITERATIONCOUNT;
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40 | dt = max(dt, MIN_LIN_ITERATIONCOUNT);
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41 | dt = 1.0 / dt;
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42 |
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43 | float t = 0.01;
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44 | while( t < 1 && !(overshoot && undershoot) ) { // iteration
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45 | float dr = a * t / (1 - t); // ray parameter corresponding to t
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46 | float3 r = x + R * dr; // point on the ray
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47 | float ra = readDistanceCubeMap(mp, r); // |p'|: distance direction of p
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48 |
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49 |
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50 | if (ra > 0) { // valid texel, i.e. anything is visible
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51 | float rrp = length(r)/ra; //|r|/|r'|
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52 | if (rrp < 1) { // undershooting
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53 | dl = dr; // store last undershooting as l
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54 | llp = rrp;
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55 | undershoot = true;
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56 | } else {
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57 | dp = dr; // store last overshooting as p
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58 | ppp = rrp;
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59 | overshoot = true;}
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60 | } else { // nothing is visible: restart search
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61 | undershoot = false;
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62 | overshoot = false;
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63 | }
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64 | t += dt; // next texel
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65 | }
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66 |
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67 |
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68 | if(!(overshoot && undershoot))
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69 | p = float3(0,0,0);
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70 | }
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71 |
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72 |
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73 | void secantSearch(float3 x, float3 R, samplerCUBE mp,
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74 | float dl,
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75 | float dp,
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76 | float llp,
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77 | float ppp,
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78 | out float3 p)
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79 | {
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80 | for(int i= 0; i < SECANT_ITERATIONCOUNT; i++)
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81 | {
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82 | float dnew;
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83 | dnew = dl + (dp - dl) * (1 - llp) / (ppp - llp);
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84 | p = x + R * dnew;
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85 | half pppnew = length(p) / readDistanceCubeMap(mp, p);
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86 | if(pppnew < 1)
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87 | {
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88 | llp = pppnew;
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89 | dl = dnew;
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90 | }
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91 | else
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92 | {
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93 | ppp = pppnew;
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94 | dp = dnew;
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95 | }
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96 | }
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97 | }
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98 |
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99 | float3 Hit(float3 x, float3 R, out float4 Il, out float3 Nl)
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100 | {
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101 | float dl1 = 0, dp1, llp1, ppp1;
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102 | float3 p1;
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103 | linearSearch(x, R, mp1, p1, dl1, dp1, llp1, ppp1);
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104 | float dl2 = 0, dp2, llp2, ppp2;
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105 | float3 p2;
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106 | linearSearch(x, R, mp2, p2, dl2, dp2, llp2, ppp2);
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107 |
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108 | bool valid1 = dot(p1,p1) != 0;
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109 | bool valid2 = dot(p2,p2) != 0;
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110 |
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111 | float dl, dp, llp, ppp;
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112 | float3 p;
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113 |
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114 | if(!valid1 && ! valid2)
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115 | {
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116 | linearSearch(x, R, mp3Dist, p, dl, dp, llp, ppp);
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117 | Il.a = 1;
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118 | secantSearch(x, R, mp3Dist, dl, dp, llp, ppp, p);
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119 | Il.rgb = Nl.rgb = readCubeMap(mp3Color, p).rgb;
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120 | }
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121 | else
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122 | {
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123 | if( !valid2 || (valid1 && dp1 < dp2))
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124 | {
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125 | secantSearch(x, R, mp1, dl1, dp1, llp1, ppp1, p1);
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126 | Il.rgb = Nl.rgb = readCubeMap(mp1, p1).rgb;
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127 | p = p1;
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128 | }
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129 | else
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130 | {
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131 | secantSearch(x, R, mp2, dl2, dp2, llp2, ppp2, p2);
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132 | Il.rgb = Nl.rgb = readCubeMap(mp2, p2).rgb;
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133 | p = p2;
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134 | }
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135 | Il.a = 0;
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136 | }
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137 |
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138 | return p;
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139 | }
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140 |
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141 |
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142 |
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143 | void SpecularReflectionVS(
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144 | in float4 Pos : POSITION, // modeling space
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145 | in float4 Norm : NORMAL, // normal vector
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146 | out float4 hPos : POSITION, // clipping space
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147 | out float3 x : TEXCOORD1, // cube map space
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148 | out float3 N : TEXCOORD2, // normal
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149 | out float3 V : TEXCOORD3, // view
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150 | uniform float4x4 WorldViewProj,
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151 | uniform float4x4 World,
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152 | uniform float4x4 WorldIT,
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153 | uniform float3 eyePos // eye position
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154 | ) {
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155 | hPos = mul(Pos, WorldViewProj);
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156 | x = mul(Pos, World).xyz;
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157 | N = mul(Norm, WorldIT).xyz;
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158 | V = x - eyePos;
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159 | }
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160 |
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161 | float4 SingleReflectionPS(
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162 | float3 x : TEXCOORD1, // cube map space
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163 | float3 N : TEXCOORD2, // normal
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164 | float3 V : TEXCOORD3, // view
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165 | uniform float Fp0,
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166 | uniform float3 lastCenter // cube map center position
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167 | ) : COLOR
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168 | {
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169 | x -= lastCenter;
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170 | V = normalize(V); N = normalize(N);
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171 | float3 R = reflect(V, N); // reflection dir.
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172 | float3 Nl; // normal vector at the hit point
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173 | float3 Il; // radiance at the hit point
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174 | // ray hit l, radiance Il, normal Nl
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175 | float3 l = Hit(x, R, Il, Nl);
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176 |
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177 | // Fresnel reflection
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178 | float3 F = Fp0 + pow(1-dot(N, -V), 5) * (1 - Fp0);
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179 | return float4(F * Il, 1);
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180 | }
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181 |
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182 | float4 MultipleReflectionPS(
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183 | float3 x : TEXCOORD1, // shaded point in Cube map space
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184 | float3 N : TEXCOORD2, // normal vector
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185 | float3 V : TEXCOORD3, // view direction
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186 | uniform float3 Fp0, // Fresnel at perpendicular direction
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187 | uniform float3 refIndex, // index of refraction
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188 | uniform float3 lastCenter
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189 | ) : COLOR
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190 | {
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191 | x-= lastCenter;
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192 | V = normalize(V); N = normalize(N);
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193 |
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194 | float3 I = float3(1, 1, 1);// radiance of the path
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195 | float3 Fp = Fp0; // Fresnel at 90 degrees at first hit
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196 | float n = refIndex; // index of refraction of the first hit
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197 | int depth = 0; // length of the path
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198 | while (depth < MAX_RAY_DEPTH) {
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199 | float3 R; // reflection or refraction dir
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200 | float3 F = Fp + pow(1-abs(dot(N, -V)), 5) * (1-Fp); // Fresnel
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201 | if (n <= 0) {
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202 | R = reflect(V, N); // reflection
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203 | I *= F; // Fresnel reflection
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204 | }
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205 | else{ // refraction
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206 | if (dot(V,N) > 0) { // coming from inside
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207 | n = 1.0 / n;
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208 | N = -N;
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209 | }
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210 | R = refract(V, N, n);
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211 | if (dot(R, R) == 0) // no refraction direction exits
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212 | R = reflect(V, N); // total reflection
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213 | else
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214 | I *= (1-F); // Fresnel refraction
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215 | }
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216 |
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217 | float3 Nl; // normal vector at the hit point
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218 | float4 Il; // radiance at the hit point
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219 | // Trace ray x+R*d and obtain hit l, radiance Il, normal Nl
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220 | float3 l = Hit(x, R, Il, Nl);
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221 | if (Il.a == 0) { // hit point is on specular surface
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222 | depth += 1;
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223 | } else { // hit point is on diffuse surface
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224 | I *= Il.rgb; // multiply with the radiance
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225 | depth = MAX_RAY_DEPTH; // terminate
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226 | }
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227 | N = Nl; V = R; x = l; // hit point is the next shaded point
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228 | }
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229 | return float4(I, 1);
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230 | }
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231 |
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232 |
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233 | struct Shaded_OUT
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234 | {
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235 | float4 vPos : POSITION;
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236 | float4 wNormal : TEXCOORD0;
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237 | float4 wPos : TEXCOORD1;
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238 | };
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239 |
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240 | float4 MultipleReflectionPS_o(Shaded_OUT IN,
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241 | uniform float3 cameraPos,
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242 | uniform float3 lastCenter) : COLOR0
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243 | {
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244 | return 1;
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245 | float4 I = float4(0,0,0,0);
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246 |
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247 | float3 N = normalize(IN.wNormal.xyz);
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248 | float3 x = IN.wPos.xyz - lastCenter;
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249 | float3 V = (IN.wPos.xyz - cameraPos);
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250 |
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251 | V = normalize(V);
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252 | float3 l;
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253 |
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254 |
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255 | //return readCubeMap(NormDistMap2, x).a /2.0 + 0.000000000001 * x.x;
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256 |
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257 | int depth = 0;
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258 |
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259 | while(depth < MAX_RAY_DEPTH)
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260 | {
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261 | float3 R;
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262 | R = normalize(reflect( V, N));
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263 |
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264 | float3 Nl;
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265 | float4 Il = 0;
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266 | l = Hit(x, R, Il, Nl);
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267 | if(Il.a == 0)
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268 | {
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269 | depth += 1;
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270 | }
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271 | else
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272 | {
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273 | I = Il;
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274 | depth = MAX_RAY_DEPTH;
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275 | }
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276 | x = l;
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277 | N = Nl;
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278 | V = R;
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279 |
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280 | }
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281 | if(I.a == 0)
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282 | I = readCubeMap(mp3Color, l);
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283 |
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284 | return I;
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285 | }
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286 |
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287 | float4 MultipleRefractionPS(Shaded_OUT IN,
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288 | uniform float3 cameraPos,
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289 | uniform float3 lastCenter,
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290 | uniform float sFresnel,
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291 | uniform float refIndex ) : COLOR0
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292 | {
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293 | float4 I = float4(0,0,0,0);
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294 |
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295 | float3 N = normalize(IN.wNormal.xyz);
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296 | float3 x = IN.wPos.xyz - lastCenter;
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297 | float3 V = (IN.wPos.xyz - cameraPos);
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298 | V = normalize(V);
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299 |
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300 | float F;
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301 | int depth = 0;
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302 | F = sFresnel + pow(1 - dot(N, -V), 5) * (1 - sFresnel);
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303 |
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304 | while(depth < MAX_RAY_DEPTH)
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305 | {
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306 | float3 R;
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307 |
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308 | float ri = refIndex;
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309 | if(dot(V,N) > 0)
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310 | {
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311 | ri = 1.0 / ri;
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312 | N = -N;
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313 | }
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314 | R = refract( V, N, ri);
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315 | if(dot(R,R) == 0) R = reflect( V, N);
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316 |
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317 | float3 Nl;
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318 | float4 Il;
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319 | float3 l = Hit(x, R, Il, Nl);
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320 | if(Il.a == 0)
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321 | {
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322 | depth += 1;
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323 | }
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324 | else
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325 | {
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326 | I = Il;
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327 | depth = MAX_RAY_DEPTH;
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328 | }
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329 | x = l;
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330 | N = normalize(Nl);
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331 | V = R;
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332 | }
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333 | /*
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334 | if(I.a == 0)
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335 | {
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336 | float ri = refIndex;
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337 | if(dot(V,N) > 0)
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338 | {
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339 | ri = 1.0 / ri;
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340 | N = -N;
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341 | }
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342 | float3 R = refract( V, N, ri);
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343 | if(dot(R,R) == 0) R = reflect( V, N);
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344 | I = readCubeMap(mp3Color, R);
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345 | }
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346 | */
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347 | I *= (1.0 - F);
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348 |
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349 | return I;
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350 | }
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351 |
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352 | float4 MultipleRefractionPhotonMap_PS(Shaded_OUT IN,
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353 | uniform float3 cameraPos,
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354 | uniform float3 lastCenter,
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355 | uniform float refIndex) : COLOR0
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356 | {
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357 | float4 I = 0;
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358 | float3 N = normalize(IN.wNormal.xyz);
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359 | float3 x = IN.wPos.xyz - lastCenter;
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360 | float3 V = (IN.wPos.xyz - cameraPos);
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361 | V = normalize(V);
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362 |
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363 | int depth = 0;
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364 | float3 l;
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365 |
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366 | while(depth < MAX_RAY_DEPTH)
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367 | {
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368 | float3 R;
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369 |
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370 | float ri = refIndex;
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371 | if(dot(V,N) > 0)
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372 | {
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373 | ri = 1.0 / ri;
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374 | N = -N;
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375 | }
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376 | R = refract( V, N, ri);
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377 | if(dot(R,R) == 0) R = reflect( V, N);
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378 |
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379 | float3 Nl;
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380 | float4 Il;
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381 | l = Hit(x, R, Il, Nl);
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382 | if(Il.a == 0)
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383 | {
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384 | depth += 1;
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385 | }
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386 | else
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387 | {
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388 | I = Il;
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389 | depth = MAX_RAY_DEPTH;
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390 | }
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391 | x = l;
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392 | N = normalize(Nl);
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393 | V = R;
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394 | }
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395 | if(I.a == 0)
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396 | I = float4(V,1);
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397 | else
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398 | I = float4(l,1);
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399 |
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400 | return I;
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401 | } |
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