[2188] | 1 | #define SAMPLECUTDIST2 0.01
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[2217] | 2 | #define WEIGHTCUTOFF 0.01
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| 3 | #define DIST_BIAS 0.005
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[2188] | 4 |
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| 5 | uniform int nRadionColumns;
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| 6 | uniform float3 lightPos;
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| 7 | uniform float3 lightDir;
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[2246] | 8 | uniform float lightPower;
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[2202] | 9 | uniform float clusterCount;
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[2217] | 10 | uniform float4x4 lightViewProj;
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| 11 | uniform float lightFarPlane;
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[2188] | 12 |
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| 13 | struct vsInputComputeWeights
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| 14 | {
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| 15 | float4 pos : POSITION;
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| 16 | float2 tex : TEXCOORD0;
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| 17 | };
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| 18 |
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| 19 | struct vsOutputComputeWeights
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| 20 | {
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| 21 | float4 pos : POSITION;
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| 22 | float2 tex : TEXCOORD0;
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| 23 | };
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| 24 |
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| 25 | vsOutputComputeWeights
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| 26 | vsComputeWeights(vsInputComputeWeights input)
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| 27 | {
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| 28 | vsOutputComputeWeights output = (vsOutputComputeWeights)0;
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| 29 | output.pos = input.pos;
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[2213] | 30 | output.tex = (input.pos + 1.0) / 2.0;
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[2217] | 31 | //output.tex = input.tex;
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[2207] | 32 | output.tex.y = 1.0 - output.tex.y;
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[2217] | 33 |
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[2188] | 34 | return output;
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| 35 | }
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| 36 |
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[2217] | 37 | float4 psComputeWeights(vsOutputComputeWeights input,
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| 38 | uniform sampler2D radionSampler : register(s0),
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| 39 | uniform sampler2D shadowMap : register(s1)) : COLOR0
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[2188] | 40 | {
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| 41 | float dataColumnWidth = 1.0 / (float)nRadionColumns;
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| 42 | int bushIndex = input.tex.x * 4096 + input.tex.y * nRadionColumns * 4096;
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| 43 | int werx = bushIndex % nRadionColumns;
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| 44 | int wery = bushIndex / nRadionColumns;
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| 45 | float3 pos = tex2D(radionSampler, float2((werx + 0.25) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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| 46 | float3 dir = tex2D(radionSampler, float2((werx + 0.75) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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[2246] | 47 | dir = normalize(dir);
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[2188] | 48 |
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| 49 | float3 diff = lightPos - pos;
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| 50 | float dist2 = dot(diff, diff);
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| 51 | if(dist2 < SAMPLECUTDIST2)
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| 52 | dist2 = SAMPLECUTDIST2;
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| 53 | diff = normalize(diff);
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[2202] | 54 | float cosa = max(dot(lightDir, -diff), 0);
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| 55 | float cosb = max(dot(dir, diff), 0);
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[2188] | 56 |
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[2217] | 57 |
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| 58 | float4 lightVPos = mul(lightViewProj, float4(pos,1));
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| 59 | float dist = sqrt(dist2) / lightFarPlane;
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| 60 | lightVPos /= lightVPos.w;
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| 61 | lightVPos.xy = (lightVPos.xy + 1.0) / 2.0;
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| 62 | lightVPos.y = 1.0 - lightVPos.y;
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| 63 | float storedDist = tex2D(shadowMap, lightVPos.xy).r;
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| 64 | dist -= DIST_BIAS;
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| 65 | float visibility = (dist <= storedDist);
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[2188] | 66 |
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[2217] | 67 | //float visibility = 1;
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| 68 | //visibility = visibility * 0.00001 + 1.0;
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[2188] | 69 |
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[2246] | 70 | float4 ret = visibility * pow(cosa, 9) * cosb / dist2 * lightPower;
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[2213] | 71 | return ret;
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[2202] | 72 | }
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| 73 |
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[2217] | 74 | float4 psSumWeights(vsOutputComputeWeights input,
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| 75 | uniform sampler2D radionSampler : register(s0),
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| 76 | uniform sampler2D entryPointCountSampler : register(s1),
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| 77 | uniform sampler2D allWeightsSampler : register(s2)) : COLOR0
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[2202] | 78 | {
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| 79 | float halfPixel = 0.5 / clusterCount;
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| 80 | float iCluster = input.tex.x + halfPixel;
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| 81 | int entryPointCount = tex2D(entryPointCountSampler, float2(iCluster, 0.25));
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| 82 | int currentEntryPoint = tex2D(entryPointCountSampler, float2(iCluster, 0.75));
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| 83 | //sum entrypoint weights
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| 84 | float weight = 0;
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| 85 | float clusterRad = 0;
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| 86 | for(int i = 0; i < entryPointCount; i++)
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| 87 | {
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[2217] | 88 |
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| 89 | float dataColumnWidth = 1.0 / (float)nRadionColumns;
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| 90 | int werx = currentEntryPoint % nRadionColumns;
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| 91 | int wery = currentEntryPoint / nRadionColumns;
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| 92 | float2 coord1 = float2((werx + 0.5) * dataColumnWidth, (wery + 0.5) / 4096.0);
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| 93 | float2 coord2 = coord1 + float2(0.25 * dataColumnWidth, 0);
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| 94 | float w = tex2Dlod(allWeightsSampler, float4(coord1, 0, 0)).r;
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| 95 | float radrad = tex2Dlod(radionSampler, float4(coord1, 0, 0)).a;
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| 96 | weight += w * radrad;
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[2213] | 97 | clusterRad += radrad;
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[2202] | 98 | currentEntryPoint++;
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| 99 | }
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[2213] | 100 |
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[2217] | 101 | if(clusterRad >= 0)
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[2202] | 102 | weight /= clusterRad;
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[2188] | 103 | else
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[2217] | 104 | weight = 0;
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| 105 |
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[2202] | 106 | return weight;
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[2207] | 107 | }
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| 108 |
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| 109 | void EntryPointDisplayVS(float4 position :POSITION0,
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| 110 | float4 color :COLOR0,
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| 111 | uniform float4x4 worldViewProj,
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| 112 | out float4 hPos:POSITION,
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| 113 | out float2 texCoord: TEXCOORD0)
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| 114 | {
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| 115 | hPos = mul(worldViewProj, position);
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| 116 | texCoord = color.xy;
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| 117 | }
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| 118 |
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| 119 | float4 EntryPointDisplayPS(float2 texCoord : TEXCOORD0,
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| 120 | uniform sampler2D weightTexture : register(s0)):COLOR0
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| 121 | {
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| 122 | //return texCoord.y;
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[2213] | 123 | return texCoord.r;
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[2207] | 124 | }
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| 125 | |
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