source: GTP/trunk/App/Demos/Illum/Ogre/Media/PMDemo/PathMapWeightCompute.hlsl @ 2188

Revision 2188, 1.9 KB checked in by szirmay, 17 years ago (diff)
Line 
1#define SAMPLECUTDIST2 0.01
2#define WEIGHTCUTOFF 0.01
3
4uniform int nRadionColumns;
5uniform sampler2D radionSampler : register(s0);
6uniform float3 lightPos;
7uniform float3 lightDir;
8
9struct vsInputComputeWeights
10{
11    float4      pos                     : POSITION;
12    float2      tex                     : TEXCOORD0;
13};
14
15struct vsOutputComputeWeights
16{
17    float4      pos                     : POSITION;
18    float2      tex                     : TEXCOORD0;
19};
20
21vsOutputComputeWeights
22        vsComputeWeights(vsInputComputeWeights input)
23{
24    vsOutputComputeWeights output = (vsOutputComputeWeights)0;
25    output.pos = input.pos;
26    output.tex = input.tex;
27    return output;
28}
29
30float4
31        psComputeWeights(vsOutputComputeWeights input) : COLOR0
32{
33        float dataColumnWidth = 1.0 / (float)nRadionColumns;
34        int bushIndex = input.tex.x * 4096 + input.tex.y * nRadionColumns * 4096;
35        int werx = bushIndex % nRadionColumns;
36        int wery = bushIndex / nRadionColumns;
37        float3 pos = tex2D(radionSampler, float2((werx + 0.25) * dataColumnWidth, (wery  + 0.5) / 4096.0) ).xyz;
38        float3 dir = tex2D(radionSampler, float2((werx + 0.75) * dataColumnWidth, (wery  + 0.5) / 4096.0) ).xyz;
39       
40        float3 diff = lightPos - pos;
41        float dist2 = dot(diff, diff);
42        if(dist2 < SAMPLECUTDIST2)
43                dist2 = SAMPLECUTDIST2;
44        diff = normalize(diff);
45        float cosa = - dot(lightDir, diff);
46        float cosb = dot(dir, diff);   
47       
48        /*
49        float4 occProjPos = mul(float4(pos, 1), occWorldToProjMatrix); 
50        occProjPos /= occProjPos.w;
51        float2 occTexPos = mul( occProjPos.xyw, occProjToTexMatrix);
52        float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, occProjPos.z - 0.1, 1) );
53
54        float3 lightToPos = pos - lightPos;
55        float actualDepth = length(lightToPos);
56*/
57        float visibility = 1;
58       
59        float ret;
60        if(  visibility < 0.5 || cosa < 0 || cosb < 0)
61                ret = 0.0;
62        else
63                ret = pow(cosa, 9) * cosb / dist2;
64
65        if(ret < 0.000001)
66                ret = 0.0;
67       
68                return 1 + ret * 0.0000000001;
69        return float4(ret, ret, ret, ret);
70}
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