[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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[2202] | 5 | uniform sampler2D radionSampler : register(s0);
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| 6 | uniform sampler2D entryPointCountSampler : register(s1);
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| 7 | uniform sampler2D allWeightsSampler : register(s2);
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[2188] | 8 | uniform float3 lightPos;
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| 9 | uniform float3 lightDir;
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[2202] | 10 | uniform float clusterCount;
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[2188] | 11 |
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| 12 | struct vsInputComputeWeights
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| 13 | {
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| 14 | float4 pos : POSITION;
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| 15 | float2 tex : TEXCOORD0;
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| 16 | };
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| 17 |
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| 18 | struct vsOutputComputeWeights
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| 19 | {
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| 20 | float4 pos : POSITION;
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| 21 | float2 tex : TEXCOORD0;
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| 22 | };
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| 23 |
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| 24 | vsOutputComputeWeights
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| 25 | vsComputeWeights(vsInputComputeWeights input)
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| 26 | {
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| 27 | vsOutputComputeWeights output = (vsOutputComputeWeights)0;
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| 28 | output.pos = input.pos;
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| 29 | output.tex = input.tex;
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| 30 | return output;
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| 31 | }
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| 32 |
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| 33 | float4
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| 34 | psComputeWeights(vsOutputComputeWeights input) : COLOR0
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| 35 | {
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| 36 | float dataColumnWidth = 1.0 / (float)nRadionColumns;
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| 37 | int bushIndex = input.tex.x * 4096 + input.tex.y * nRadionColumns * 4096;
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| 38 | int werx = bushIndex % nRadionColumns;
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| 39 | int wery = bushIndex / nRadionColumns;
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| 40 | float3 pos = tex2D(radionSampler, float2((werx + 0.25) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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| 41 | float3 dir = tex2D(radionSampler, float2((werx + 0.75) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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| 42 |
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| 43 | float3 diff = lightPos - pos;
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| 44 | float dist2 = dot(diff, diff);
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| 45 | if(dist2 < SAMPLECUTDIST2)
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| 46 | dist2 = SAMPLECUTDIST2;
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| 47 | diff = normalize(diff);
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[2202] | 48 | float cosa = max(dot(lightDir, -diff), 0);
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| 49 | float cosb = max(dot(dir, diff), 0);
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[2188] | 50 |
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| 51 | /*
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| 52 | float4 occProjPos = mul(float4(pos, 1), occWorldToProjMatrix);
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| 53 | occProjPos /= occProjPos.w;
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| 54 | float2 occTexPos = mul( occProjPos.xyw, occProjToTexMatrix);
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| 55 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, occProjPos.z - 0.1, 1) );
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| 56 |
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| 57 | float3 lightToPos = pos - lightPos;
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| 58 | float actualDepth = length(lightToPos);
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| 59 | */
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| 60 | float visibility = 1;
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| 61 |
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[2202] | 62 | float4 ret = cosa * cosb;
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| 63 |
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| 64 | //return float4(lightDir + ret.x * 0.00000000001, 1);
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| 65 | return ret;
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| 66 | //return ret.x*0.0000000001 + 0.5;
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| 67 | }
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| 68 |
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| 69 | float4 psSumWeights(vsOutputComputeWeights input) : COLOR0
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| 70 | {
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| 71 | float halfPixel = 0.5 / clusterCount;
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| 72 | float iCluster = input.tex.x + halfPixel;
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| 73 | int entryPointCount = tex2D(entryPointCountSampler, float2(iCluster, 0.25));
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| 74 | int currentEntryPoint = tex2D(entryPointCountSampler, float2(iCluster, 0.75));
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| 75 | //sum entrypoint weights
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| 76 | float weight = 0;
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| 77 | float clusterRad = 0;
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| 78 | for(int i = 0; i < entryPointCount; i++)
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| 79 | {
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| 80 | float hp = float2(0.5 / (float) nRadionColumns, 0.5 / 4096.0);
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| 81 | float2 coord1 = float2((float)(currentEntryPoint % nRadionColumns) / (float) nRadionColumns,
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| 82 | currentEntryPoint / (float) nRadionColumns / 4096.0) + hp;
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| 83 | coord1.y = 1.0 - coord1.y;
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| 84 | float2 coord2 = coord1 + float2(hp.x / 2.0, 0);
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| 85 | float radrad = tex2Dlod(radionSampler, float4(coord2, 0, 0)).a;
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| 86 | //weight += tex2Dlod(allWeightsSampler, float4(coord1, 0, 0)).r * radrad;
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| 87 | weight += tex2Dlod(allWeightsSampler, float4(coord1, 0, 0)).r;
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| 88 | //clusterRad += radrad;
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| 89 | currentEntryPoint++;
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| 90 | }
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| 91 | /*
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| 92 | if(clusterRad >= 0)
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| 93 | weight /= clusterRad;
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[2188] | 94 | else
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[2202] | 95 | weight = 0;*/
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[2188] | 96 |
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[2202] | 97 | weight /= (float) entryPointCount;
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| 98 |
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| 99 | return weight;
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[2188] | 100 | } |
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