[2474] | 1 |
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| 2 | #define CUBEMAP_SIZE 128
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| 3 | #define REDUCED_CUBEMAP_SIZE 4
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| 4 | #define RATE 32
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| 5 |
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| 6 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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| 7 | {
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| 8 | float4 color = texCUBElod( cm, float4(coord.xy, -coord.z, 0) );
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| 9 | color.a = 1;
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| 10 | return color;
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| 11 | }
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| 12 |
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| 13 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 14 | {
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| 15 | float dist = texCUBElod(dcm, float4(coord.xy, - coord.z, 0)).r;
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| 16 | if(dist == 0) dist = 1000000; ///sky
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| 17 | return dist;
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| 18 | }
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| 19 |
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| 20 | ////////////////////////////
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| 21 | /// Reduce cube map shader
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| 22 | ///////////////////////////
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| 23 | struct MPos_OUT
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| 24 | {
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| 25 | float4 VPos : POSITION;
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| 26 | float4 MPos : TEXCOORD0;
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| 27 | };
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| 28 | /*
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| 29 | float4 ReduceCubeMap_PS(MPos_OUT IN,
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| 30 | uniform int nFace,
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| 31 | uniform samplerCUBE EnvironmentMapSampler : register(s0) ) : COLOR
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| 32 | {
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| 33 | float4 color = 0;
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| 34 | float3 dir;
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| 35 |
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| 36 | for (int i = 0; i < RATE; i++)
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| 37 | for (int j = 0; j < RATE; j++)
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| 38 | {
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| 39 | float2 pos;
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| 40 | pos.x = IN.MPos.x + (2*i + 1)/(float)CUBEMAP_SIZE;
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| 41 | pos.y = IN.MPos.y - (2*j + 1)/(float)CUBEMAP_SIZE; // y=-u
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| 42 |
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| 43 | // "scrambling"
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| 44 | if (nFace == 0) dir = float3(1, pos.y, -pos.x);
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| 45 | if (nFace == 1) dir = float3(-1, pos.y, pos.x);
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| 46 | if (nFace == 2) dir = float3(pos.x, 1, -pos.y);
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| 47 | if (nFace == 3) dir = float3(pos.x, -1, pos.y);
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| 48 | if (nFace == 4) dir = float3(pos.x, pos.y, 1);
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| 49 | if (nFace == 5) dir = float3(-pos.x, pos.y,-1);
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| 50 |
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| 51 | color += texCUBE( EnvironmentMapSampler, dir);
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| 52 | }
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| 53 |
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| 54 | return color / (RATE * RATE);
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| 55 | }
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| 56 | */
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| 57 |
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| 58 | float4 ReduceCubeMap_PS(MPos_OUT IN,
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| 59 | uniform int nFace,
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| 60 | uniform samplerCUBE EnvironmentMapSampler : register(s0) ) : COLOR
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| 61 | {
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| 62 | float4 color = 0;
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| 63 | float3 dir;
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| 64 |
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| 65 | for (int i = 0; i < RATE/2; i+=1)
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| 66 | for (int j = 0; j < RATE/2; j+=1)
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| 67 | {
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| 68 | float2 pos;
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| 69 | pos.x = IN.MPos.x + (4*i + 2)/(float)CUBEMAP_SIZE;
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| 70 | pos.y = IN.MPos.y - (4*j + 2)/(float)CUBEMAP_SIZE; // y=-u
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| 71 |
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| 72 | // "scrambling"
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| 73 | if (nFace == 0) dir = float3(1, pos.y, -pos.x);
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| 74 | if (nFace == 1) dir = float3(-1, pos.y, pos.x);
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| 75 | if (nFace == 2) dir = float3(pos.x, 1, -pos.y);
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| 76 | if (nFace == 3) dir = float3(pos.x, -1, pos.y);
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| 77 | if (nFace == 4) dir = float3(pos.x, pos.y, 1);
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| 78 | if (nFace == 5) dir = float3(-pos.x, pos.y,-1);
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| 79 |
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| 80 | color += texCUBE( EnvironmentMapSampler, dir);
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| 81 | }
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| 82 |
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| 83 | return color / (RATE * RATE / 4.0);
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| 84 | }
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| 85 |
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| 86 | /// Disc to point form factor
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| 87 |
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| 88 | float4 Disc2Point_Contr(float3 L, float3 pos, float3 N, float3 V, samplerCUBE SmallEnvMapSampler, samplerCUBE DistanceEnvMapSampler) // Phong-Blinn
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| 89 | // L: a hossza lényeges (az egységkocka faláig ér)
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| 90 | {
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| 91 | float mindist = 1.0;
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| 92 |
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| 93 | float kd = 0.3; // 0.3
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| 94 | float ks = 0; // 0.5
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| 95 | float shininess = 10;
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| 96 |
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| 97 | float l = length(L);
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| 98 | L = normalize(L);
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| 99 |
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| 100 | //dw
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| 101 | float dw = 4 / (REDUCED_CUBEMAP_SIZE*REDUCED_CUBEMAP_SIZE*l*l*l + 4/3.1416f);
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| 102 | //Lin
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| 103 | float4 Lin = readCubeMap(SmallEnvMapSampler, L);
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| 104 | //r
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| 105 | float doy = readDistanceCubeMap(DistanceEnvMapSampler, L);
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| 106 | float dxy = length(L * doy - pos);
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| 107 |
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| 108 | dxy = max(mindist, dxy);
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| 109 |
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| 110 |
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| 111 | //dws
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| 112 | float dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
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| 113 | //float dws = dw;
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| 114 |
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| 115 | //L = L * doy - pos; // L: x->y, az objektumtól induljon, ne a középpontból
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| 116 | L = normalize(L);
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| 117 | float3 H = normalize(L + V); // felezõvektor
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| 118 |
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| 119 | float a = kd * max(dot(N,L),0) +
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| 120 | ks * pow(max(dot(N,H),0), shininess); // diffuse + specular
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| 121 |
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| 122 | // 1.: eddigi
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| 123 | //return Lin * a * dws;
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| 124 |
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| 125 | float ctheta_in = dot(N,L);
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| 126 | float ctheta_out = dot(N,V);
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| 127 |
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| 128 | return Lin * a * dws;
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| 129 | }
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| 130 |
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| 131 | float4 Diffuse_Disc2Point_PS(Shaded_OUT IN,
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| 132 | uniform float3 lastCenter,
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| 133 | uniform float3 cameraPos,
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| 134 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
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| 135 | uniform samplerCUBE DistanceEnvMapSampler : register(s1),
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| 136 | uniform sampler2D ColorMap : register(s2),
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| 137 | ) : COLOR0
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| 138 | {
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| 139 | float M = REDUCED_CUBEMAP_SIZE;
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| 140 |
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| 141 | float3 N = IN.wNormal.xyz;
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| 142 | N = normalize( N );
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| 143 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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| 144 | float3 pos = IN.wPos.xyz - lastCenter;
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| 145 |
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| 146 | float4 I = 0;
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| 147 | float3 L;
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| 148 | float4 Le;
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| 149 | float width = 1.0 / M;
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| 150 | float d;
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| 151 |
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| 152 | for (float x = 0.5; x < M; x++)
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| 153 | for (float y = 0.5; y < M; y++)
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| 154 | {
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| 155 | float2 p, tpos;
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| 156 | tpos.x = x * width;
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| 157 | tpos.y = y * width;
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| 158 |
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| 159 | p = tpos.xy;
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| 160 | p = 2.0 * p - 1.0; //-1..1
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| 161 |
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| 162 | float3 L;
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| 163 |
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| 164 | L = float3(p.x, p.y, 1);
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| 165 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 166 |
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| 167 | L = float3(p.x, p.y, -1);
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| 168 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 169 |
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| 170 | L = float3(p.x, 1, p.y);
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| 171 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 172 |
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| 173 | L = float3(p.x, -1, p.y);
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| 174 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 175 |
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| 176 | L = float3(1, p.x, p.y);
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| 177 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 178 |
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| 179 | L = float3(-1, p.x, p.y);
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| 180 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 181 | }
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| 182 | float kd = 1.0;
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| 183 | float indirect = kd * I;
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| 184 |
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| 185 |
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| 186 | }
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| 187 |
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| 188 | float4 Glossy_Disc2Point_PS(Shaded_OUT IN,
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| 189 | uniform float3 lastCenter,
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| 190 | uniform float3 cameraPos,
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| 191 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
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| 192 | uniform samplerCUBE DistanceEnvMapSampler : register(s1)
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| 193 | ) : COLOR0
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| 194 | {
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| 195 | float M = REDUCED_CUBEMAP_SIZE;
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| 196 |
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| 197 | float3 N = IN.wNormal.xyz;
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| 198 | N = normalize( N );
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| 199 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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| 200 | float3 pos = IN.wPos.xyz - lastCenter;
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| 201 | float3 R = reflect( V, N );
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| 202 |
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| 203 | float rr = max( max(abs(R.x), abs(R.y)), abs(R.z) ); // select the largest component
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| 204 | R /= rr; // scale the largest component to value +/-1
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| 205 |
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| 206 | float3 offset1 = float3(1,0,0);
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| 207 | float3 offset2 = float3(0,1,0);
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| 208 | if (abs(R.x) > abs(R.y) && abs(R.x) > abs(R.z))
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| 209 | offset1 = float3(0,0,1);
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| 210 | if (abs(R.y) > abs(R.x) && abs(R.y) > abs(R.z))
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| 211 | offset2 = float3(0,0,1);
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| 212 |
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| 213 |
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| 214 | float4 I = 0;
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| 215 | float3 L;
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| 216 | float width = 2.0 / M;
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| 217 |
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| 218 | L = R;
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| 219 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 220 |
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| 221 | L = R + offset1 * width;
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| 222 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 223 |
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| 224 | L = R - offset1 * width;
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| 225 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 226 |
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| 227 | L = R + offset2 * width;
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| 228 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 229 |
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| 230 | L = R - offset2 * width;
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| 231 | I += Disc2Point_Contr( L * 0.75, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 232 |
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| 233 |
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| 234 | float kd = 1.0;
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| 235 | //return readCubeMap(SmallEnvMapSampler, pos) + lastCenter.x*0.0000000001;
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| 236 | return kd * I * 2 * M;
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| 237 | } |
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