[2054] | 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, 1) );
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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, 1)).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 | ////////////////
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| 59 | /// Diffuse
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| 60 | ///////////////
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| 61 |
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| 62 | /// Polygon to point form factor
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| 63 |
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| 64 | float4 Poly2Point_Contr(float3 L, float3 L1, float3 L2, float3 L3, float3 L4, float3 pos, float3 N, samplerCUBE cubemap)
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| 65 | {
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| 66 | float d;
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| 67 | //d = texCUBE(cubemap, L).a;
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| 68 | d = readDistanceCubeMap(cubemap, L1).r;
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| 69 | L1 = d * normalize(L1);
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| 70 | d = readDistanceCubeMap(cubemap, L2).r;
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| 71 | L2 = d * normalize(L2);
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| 72 | d = readDistanceCubeMap(cubemap, L3).r;
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| 73 | L3 = d * normalize(L3);
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| 74 | d = readDistanceCubeMap(cubemap, L4).r;
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| 75 | L4 = d * normalize(L4);
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| 76 |
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| 77 |
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| 78 | float3 r1 = normalize(L1 - pos);
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| 79 | float3 r2 = normalize(L2 - pos);
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| 80 | float3 r3 = normalize(L3 - pos);
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| 81 | float3 r4 = normalize(L4 - pos);
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| 82 | /*
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| 83 | float tri1 = acos(dot(r1, r2)) * dot(cross(r1, r2), N);
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| 84 | float tri2 = acos(dot(r2, r3)) * dot(cross(r2, r3), N);
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| 85 | float tri3 = acos(dot(r3, r4)) * dot(cross(r3, r4), N);
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| 86 | float tri4 = acos(dot(r4, r1)) * dot(cross(r4, r1), N);
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| 87 | */
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| 88 | float3 crossP = cross(r1, r2);
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| 89 | float r = length(crossP);
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| 90 | float dd = dot(r1,r2);
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| 91 | float tri1 = acos(dd) * dot(crossP/r, N);
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| 92 |
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| 93 | crossP = cross(r2, r3);
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| 94 | r = length(crossP);
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| 95 | dd = dot(r1,r2);
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| 96 | float tri2 = acos(dd) * dot(crossP/r, N);
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| 97 |
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| 98 | crossP = cross(r3, r4);
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| 99 | r = length(crossP);
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| 100 | dd = dot(r1,r2);
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| 101 | float tri3 = acos(dd) * dot(crossP/r, N);
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| 102 |
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| 103 | crossP = cross(r4, r1);
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| 104 | r = length(crossP);
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| 105 | dd = dot(r1,r2);
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| 106 | float tri4= acos(dd) * dot(crossP/r, N);
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| 107 |
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| 108 |
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| 109 | return max(tri1 + tri2 + tri3 + tri4, 0);
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| 110 | //return tri1 + tri2 + tri3 + tri4;
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| 111 | }
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| 112 |
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| 113 | struct Shaded_OUT
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| 114 | {
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| 115 | float4 vPos : POSITION;
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| 116 | float4 wNormal : TEXCOORD0;
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| 117 | float4 wPos : TEXCOORD1;
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| 118 | };
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| 119 |
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| 120 | float4 Diffuse_Poly2Point_PS( Shaded_OUT IN,
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| 121 | uniform float3 lastCenter,
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| 122 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
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| 123 | uniform samplerCUBE DistanceEnvMapSampler : register(s1)
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| 124 | ) : COLOR0
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| 125 | {
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| 126 | float M = REDUCED_CUBEMAP_SIZE;
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| 127 |
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| 128 | float3 N = IN.wNormal.xyz;
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| 129 | N = normalize( N );
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| 130 | float3 pos = IN.wPos.xyz - lastCenter;
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| 131 |
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| 132 | float4 I = 0;
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| 133 | float3 L1, L2, L3, L4, L;
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| 134 | float4 Le;
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| 135 | float width = 1.0 / M;
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| 136 | float width2 = width * 2;
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| 137 | float d;
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| 138 |
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| 139 | for (float x = 1; x < M; x++)
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| 140 | for (float y = 1; y < M; y++)
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| 141 | {
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| 142 | float2 p, tpos;
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| 143 | tpos.x = x * width;
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| 144 | tpos.y = y * width;
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| 145 |
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| 146 | p = tpos.xy;
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| 147 | p = 2.0 * p - 1.0; //-1..1
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| 148 |
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| 149 | L1 = float3(p.x - width, p.y - width, 1);
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| 150 | L2 = float3(p.x + width, p.y - width, 1);
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| 151 | L3 = float3(p.x + width, p.y + width, 1);
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| 152 | L4 = float3(p.x - width, p.y + width, 1);
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| 153 | L = float3(p.x, p.y, 1);
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| 154 | Le = float4(readCubeMap(SmallEnvMapSampler, L).rgb, 1);
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| 155 |
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| 156 | I += 0.5 * Le * Poly2Point_Contr( L, L1, L2, L3, L4, pos, N, DistanceEnvMapSampler);
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| 157 |
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| 158 | }
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| 159 |
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| 160 | for (float x = 1; x < M; x++)
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| 161 | for (float y = 1; y < M; y++)
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| 162 | {
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| 163 | float2 p, tpos;
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| 164 | tpos.x = x * width; // 0..1
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| 165 | tpos.y = y * width; // 0..1
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| 166 |
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| 167 | p = tpos.xy;
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| 168 | p = 2.0 * p - 1.0; //-1..1
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| 169 |
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| 170 | L4 = float3(p.x - width, p.y - width, -1);
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| 171 | L3 = float3(p.x + width, p.y - width, -1);
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| 172 | L2 = float3(p.x + width, p.y + width, -1);
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| 173 | L1 = float3(p.x - width, p.y + width, -1);
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| 174 | L = float3(p.x, p.y, -1);
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| 175 | Le = float4(readCubeMap(SmallEnvMapSampler, L).rgb, 1);
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| 176 |
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| 177 | I += 0.5 * Le * Poly2Point_Contr( L, L1, L2, L3, L4, pos, N, DistanceEnvMapSampler);
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| 178 | }
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| 179 |
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| 180 | for (float x = 1; x < M; x++)
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| 181 | for (float y = 1; y < M; y++)
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| 182 | {
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| 183 | float2 p, tpos;
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| 184 | tpos.x = x * width; // 0..1
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| 185 | tpos.y = y * width; // 0..1
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| 186 |
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| 187 | p = tpos.xy;
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| 188 | p = 2.0 * p - 1.0; //-1..1
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| 189 |
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| 190 | L4 = float3(p.x - width, 1, p.y - width);
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| 191 | L3 = float3(p.x + width, 1, p.y - width);
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| 192 | L2 = float3(p.x + width, 1, p.y + width);
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| 193 | L1 = float3(p.x - width, 1, p.y + width);
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| 194 | L = float3(p.x, 1, p.y);
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| 195 | Le = float4(readCubeMap(SmallEnvMapSampler, L).rgb, 1);
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| 196 |
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| 197 | I += 0.5 * Le * Poly2Point_Contr( L, L1, L2, L3, L4, pos, N, DistanceEnvMapSampler);
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| 198 | }
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| 199 |
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| 200 | for (float x = 1; x < M; x++)
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| 201 | for (float y = 1; y < M; y++)
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| 202 | {
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| 203 | float2 p, tpos;
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| 204 | tpos.x = x * width; // 0..1
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| 205 | tpos.y = y * width; // 0..1
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| 206 |
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| 207 | p = tpos.xy;
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| 208 | p = 2.0 * p - 1.0; //-1..1
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| 209 |
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| 210 | L1 = float3(p.x - width, -1, p.y - width);
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| 211 | L2 = float3(p.x + width, -1, p.y - width);
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| 212 | L3 = float3(p.x + width, -1, p.y + width);
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| 213 | L4 = float3(p.x - width, -1, p.y + width);
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| 214 | L = float3(p.x, -1, p.y);
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| 215 | Le = float4(readCubeMap(SmallEnvMapSampler, L).rgb, 1);
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| 216 |
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| 217 | I += 0.5 * Le * Poly2Point_Contr( L, L1, L2, L3, L4, pos, N, DistanceEnvMapSampler);
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| 218 | }
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| 219 |
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| 220 | for (float x = 1; x < M; x++)
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| 221 | for (float y = 1; y < M; y++)
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| 222 | {
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| 223 | float2 p, tpos;
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| 224 | tpos.x = x * width; // 0..1
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| 225 | tpos.y = y * width; // 0..1
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| 226 |
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| 227 | p = tpos.xy;
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| 228 | p = 2.0 * p - 1.0; //-1..1
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| 229 |
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| 230 | L1 = float3(1, p.x - width, p.y - width);
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| 231 | L2 = float3(1, p.x + width, p.y - width);
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| 232 | L3 = float3(1, p.x + width, p.y + width);
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| 233 | L4 = float3(1, p.x - width, p.y + width);
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| 234 | L = float3(1, p.x, p.y);
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| 235 | Le = float4(readCubeMap(SmallEnvMapSampler, L).rgb, 1);
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| 236 |
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| 237 | I += 0.5 * Le * Poly2Point_Contr( L, L1, L2, L3, L4, pos, N, DistanceEnvMapSampler);
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| 238 | }
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| 239 |
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| 240 | for (float x = 1; x < M; x++)
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| 241 | for (float y = 1; y < M; y++)
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| 242 | {
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| 243 | float2 p, tpos;
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| 244 | tpos.x = x * width; // 0..1
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| 245 | tpos.y = y * width; // 0..1
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| 246 |
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| 247 | p = tpos.xy;
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| 248 | p = 2.0 * p - 1.0; //-1..1
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| 249 |
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| 250 | L4 = float3(-1, p.x - width, p.y - width);
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| 251 | L3 = float3(-1, p.x + width, p.y - width);
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| 252 | L2 = float3(-1, p.x + width, p.y + width);
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| 253 | L1 = float3(-1, p.x - width, p.y + width);
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| 254 | L = float3(-1, p.x, p.y);
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| 255 | Le = float4(readCubeMap(SmallEnvMapSampler, L).rgb, 1);
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| 256 |
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| 257 | I += 0.5 * Le * Poly2Point_Contr( L, L1, L2, L3, L4, pos, N, DistanceEnvMapSampler);
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| 258 | }
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| 259 | float kd = 0.32;
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| 260 | return kd * I;
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| 261 | }
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| 262 |
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| 263 | /// Point to point form factor
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| 264 |
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| 265 | float4 Point2Point_Contr(float3 N, float3 Nl, float3 pos, float3 L, samplerCUBE cubemap, samplerCUBE distmap)
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| 266 | {
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| 267 | Nl = normalize(Nl);
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| 268 | L = normalize(L);
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| 269 | float4 Le = readCubeMap(cubemap, L);
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| 270 | float d = readDistanceCubeMap(distmap, L);
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| 271 | float3 Lpos = L * d;
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| 272 | float3 Ldir = Lpos - pos;
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| 273 | float dist = 4 * dot(Ldir, Ldir);
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| 274 | Ldir = normalize(Ldir);
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| 275 |
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| 276 | return Le * (max(dot(N, Ldir),0) * dot(Nl, -1 * Ldir)) / dist;
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| 277 | }
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| 278 |
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| 279 | float4 Diffuse_Point2Point_PS( Shaded_OUT IN,
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| 280 | uniform float3 lastCenter,
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| 281 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
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| 282 | uniform samplerCUBE DistanceEnvMapSampler : register(s1)) : COLOR
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| 283 | {
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| 284 | float M = REDUCED_CUBEMAP_SIZE;
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| 285 |
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| 286 | float3 N = IN.wNormal.xyz;
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| 287 | N = normalize( N );
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| 288 | float3 pos = IN.wPos.xyz - lastCenter;
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| 289 |
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| 290 | float4 I = 0;
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| 291 | float3 L;
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| 292 | float4 Le;
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| 293 | float width = 1.0 / M;
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| 294 | float d;
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| 295 |
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| 296 | float kd = 1.0;
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| 297 |
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| 298 | for (float x = 0.5; x < M; x++)
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| 299 | for (float y = 0.5; y < M; y++)
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| 300 | {
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| 301 | float2 p, tpos;
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| 302 | tpos.x = x * width;
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| 303 | tpos.y = y * width;
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| 304 |
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| 305 | p = tpos.xy;
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| 306 | p = 2.0 * p - 1.0; //-1..1
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| 307 |
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| 308 | I += Point2Point_Contr(N, float3(0,0,-1), pos, float3(p.x, p.y, 1), SmallEnvMapSampler, DistanceEnvMapSampler);
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| 309 | I += Point2Point_Contr(N, float3(0,0,1), pos, float3(-p.x, p.y, -1), SmallEnvMapSampler, DistanceEnvMapSampler);
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| 310 | I += Point2Point_Contr(N, float3(-1,0,0), pos, float3(1, p.y, -p.x), SmallEnvMapSampler, DistanceEnvMapSampler);
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| 311 | I += Point2Point_Contr(N, float3(1,0,0), pos, float3(-1, p.y, p.x), SmallEnvMapSampler, DistanceEnvMapSampler);
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| 312 | I += Point2Point_Contr(N, float3(0,-1,0), pos, float3(p.x, 1, -p.y), SmallEnvMapSampler, DistanceEnvMapSampler);
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| 313 | I += Point2Point_Contr(N, float3(0,1,0), pos, float3(p.x, -1, p.y), SmallEnvMapSampler, DistanceEnvMapSampler);
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| 314 | }
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| 315 |
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| 316 | return kd * I;
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| 317 | }
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| 318 |
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| 319 | /// Disc to point form factor
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| 320 |
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| 321 | float4 Disc2Point_Contr(float3 L, float3 pos, float3 N, float3 V, samplerCUBE SmallEnvMapSampler, samplerCUBE DistanceEnvMapSampler) // Phong-Blinn
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| 322 | // L: a hossza lényeges (az egységkocka faláig ér)
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| 323 | {
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| 324 | float mindist = 1.0;
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| 325 |
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| 326 | float kd = 0.3; // 0.3
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| 327 | float ks = 0; // 0.5
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| 328 | float shininess = 10;
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| 329 |
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| 330 | float l = length(L);
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| 331 | L = normalize(L);
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| 332 |
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| 333 | //dw
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| 334 | float dw = 4 / (REDUCED_CUBEMAP_SIZE*REDUCED_CUBEMAP_SIZE*l*l*l + 4/3.1416f);
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| 335 | //Lin
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| 336 | float4 Lin = readCubeMap(SmallEnvMapSampler, L);
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| 337 | //r
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| 338 | float doy = readDistanceCubeMap(DistanceEnvMapSampler, L);
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| 339 | float dxy = length(L * doy - pos);
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| 340 |
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| 341 | dxy = max(mindist, dxy);
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| 342 |
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| 343 |
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| 344 | //dws
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| 345 | float dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
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| 346 | //float dws = dw;
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| 347 |
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| 348 | //L = L * doy - pos; // L: x->y, az objektumtól induljon, ne a középpontból
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| 349 | L = normalize(L);
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| 350 | float3 H = normalize(L + V); // felezõvektor
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| 351 |
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| 352 | float a = kd * max(dot(N,L),0) +
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| 353 | ks * pow(max(dot(N,H),0), shininess); // diffuse + specular
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| 354 |
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| 355 | // 1.: eddigi
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| 356 | //return Lin * a * dws;
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| 357 |
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| 358 | float ctheta_in = dot(N,L);
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| 359 | float ctheta_out = dot(N,V);
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| 360 |
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| 361 | return Lin * a * dws;
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| 362 | }
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| 363 |
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| 364 | float4 Diffuse_Disc2Point_PS(Shaded_OUT IN,
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| 365 | uniform float3 lastCenter,
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| 366 | uniform float3 cameraPos,
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| 367 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
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| 368 | uniform samplerCUBE DistanceEnvMapSampler : register(s1)
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| 369 | ) : COLOR0
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| 370 | {
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| 371 | float M = REDUCED_CUBEMAP_SIZE;
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| 372 |
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| 373 | float3 N = IN.wNormal.xyz;
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| 374 | N = normalize( N );
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| 375 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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| 376 | float3 pos = IN.wPos.xyz - lastCenter;
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| 377 |
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| 378 | float4 I = 0;
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| 379 | float3 L;
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| 380 | float4 Le;
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| 381 | float width = 1.0 / M;
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| 382 | float d;
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| 383 |
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| 384 | for (float x = 0.5; x < M; x++)
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| 385 | for (float y = 0.5; y < M; y++)
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| 386 | {
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| 387 | float2 p, tpos;
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| 388 | tpos.x = x * width;
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| 389 | tpos.y = y * width;
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| 390 |
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| 391 | p = tpos.xy;
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| 392 | p = 2.0 * p - 1.0; //-1..1
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| 393 |
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| 394 | float3 L;
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| 395 |
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| 396 | L = float3(p.x, p.y, 1);
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| 397 | I += Disc2Point_Contr( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 398 |
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| 399 | L = float3(p.x, p.y, -1);
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| 400 | I += Disc2Point_Contr( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 401 |
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| 402 | L = float3(p.x, 1, p.y);
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| 403 | I += Disc2Point_Contr( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 404 |
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| 405 | L = float3(p.x, -1, p.y);
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| 406 | I += Disc2Point_Contr( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 407 |
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| 408 | L = float3(1, p.x, p.y);
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| 409 | I += Disc2Point_Contr( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 410 |
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| 411 | L = float3(-1, p.x, p.y);
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| 412 | I += Disc2Point_Contr( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 413 | }
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| 414 | float kd = 1.0;
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| 415 | return kd * I;
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| 416 | }
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