[2188] | 1 | #define SAMPLECUTDIST2 0.01
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| 2 | #define WEIGHTCUTOFF 0.01
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| 3 |
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| 4 | uniform int nRadionColumns;
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| 5 | uniform sampler2D radionSampler : register(s0);
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| 6 | uniform float3 lightPos;
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| 7 | uniform float3 lightDir;
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| 8 |
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| 9 | struct vsInputComputeWeights
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| 10 | {
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| 11 | float4 pos : POSITION;
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| 12 | float2 tex : TEXCOORD0;
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| 13 | };
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| 14 |
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| 15 | struct vsOutputComputeWeights
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| 16 | {
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| 17 | float4 pos : POSITION;
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| 18 | float2 tex : TEXCOORD0;
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| 19 | };
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| 20 |
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| 21 | vsOutputComputeWeights
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| 22 | vsComputeWeights(vsInputComputeWeights input)
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| 23 | {
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| 24 | vsOutputComputeWeights output = (vsOutputComputeWeights)0;
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| 25 | output.pos = input.pos;
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| 26 | output.tex = input.tex;
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| 27 | return output;
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| 28 | }
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| 29 |
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| 30 | float4
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| 31 | psComputeWeights(vsOutputComputeWeights input) : COLOR0
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| 32 | {
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| 33 | float dataColumnWidth = 1.0 / (float)nRadionColumns;
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| 34 | int bushIndex = input.tex.x * 4096 + input.tex.y * nRadionColumns * 4096;
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| 35 | int werx = bushIndex % nRadionColumns;
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| 36 | int wery = bushIndex / nRadionColumns;
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| 37 | float3 pos = tex2D(radionSampler, float2((werx + 0.25) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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| 38 | float3 dir = tex2D(radionSampler, float2((werx + 0.75) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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| 39 |
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| 40 | float3 diff = lightPos - pos;
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| 41 | float dist2 = dot(diff, diff);
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| 42 | if(dist2 < SAMPLECUTDIST2)
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| 43 | dist2 = SAMPLECUTDIST2;
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| 44 | diff = normalize(diff);
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| 45 | float cosa = - dot(lightDir, diff);
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| 46 | float cosb = dot(dir, diff);
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| 47 |
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| 48 | /*
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| 49 | float4 occProjPos = mul(float4(pos, 1), occWorldToProjMatrix);
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| 50 | occProjPos /= occProjPos.w;
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| 51 | float2 occTexPos = mul( occProjPos.xyw, occProjToTexMatrix);
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| 52 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, occProjPos.z - 0.1, 1) );
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| 53 |
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| 54 | float3 lightToPos = pos - lightPos;
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| 55 | float actualDepth = length(lightToPos);
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| 56 | */
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| 57 | float visibility = 1;
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| 58 |
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| 59 | float ret;
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| 60 | if( visibility < 0.5 || cosa < 0 || cosb < 0)
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| 61 | ret = 0.0;
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| 62 | else
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| 63 | ret = pow(cosa, 9) * cosb / dist2;
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| 64 |
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| 65 | if(ret < 0.000001)
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| 66 | ret = 0.0;
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| 67 |
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| 68 | return 1 + ret * 0.0000000001;
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| 69 | return float4(ret, ret, ret, ret);
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| 70 | } |
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