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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