[2054] | 1 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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| 2 | {
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| 3 | float4 color = texCUBElod( cm, float4(coord.xy, - coord.z,0) );
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| 4 | return color;
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| 5 | }
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| 6 |
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| 7 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 8 | {
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| 9 | float dist = texCUBElod(dcm, float4(coord.xy, - coord.z,0)).a;
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| 10 | return dist;
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| 11 | }
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| 12 |
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[2095] | 13 | #define MAX_LIN_ITERATIONCOUNT 50 //80
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| 14 | #define MIN_LIN_ITERATIONCOUNT 15 //60
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[2054] | 15 | #define SECANT_ITERATIONCOUNT 1
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[2095] | 16 | #define MAX_RAY_DEPTH 4
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[2054] | 17 |
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| 18 | void linearSearch( float3 x, float3 R, float3 N, samplerCUBE mp,
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| 19 | out float3 p,
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| 20 | out float dl,
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| 21 | out float dp,
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| 22 | out float llp,
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| 23 | out float ppp)
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| 24 | {
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| 25 | float3 Ra = abs(R), xa = abs(x);
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| 26 | float xm = max(max(xa.x,xa.y),xa.z);
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| 27 | float Rm = max(max(Ra.x,Ra.y),Ra.z);
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| 28 | float a = xm / Rm;
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| 29 |
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| 30 | int shootL = 0, shootP = 0;
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| 31 | bool found = false;
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| 32 |
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| 33 | float dt = length(x / xm - R / Rm) * MAX_LIN_ITERATIONCOUNT;
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| 34 | dt = max(dt, MIN_LIN_ITERATIONCOUNT);
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| 35 | dt = 1.0 / dt;
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| 36 |
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| 37 | float t = 0.01;//dt;
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| 38 | float pa;
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| 39 |
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| 40 | //Linear iteration
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| 41 | while(t <= 1.0 && !found)
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| 42 | {
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| 43 | dp = a * t / (1 - t);
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| 44 | p = x + R * dp;
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| 45 | pa = readDistanceCubeMap(mp, p);
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| 46 |
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| 47 | if(pa > 0)
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| 48 | {
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| 49 | ppp = length(p) / pa;
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| 50 | if(ppp < 1)
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| 51 | shootP = -1;
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| 52 | else
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| 53 | shootP = 1;
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| 54 | if(shootL * shootP == -1)
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| 55 | found = true;
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| 56 | else
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| 57 | {
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| 58 | shootL = shootP;
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| 59 | dl = dp;
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| 60 | llp = ppp;
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| 61 | }
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| 62 | }
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| 63 | else
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| 64 | shootL = 0;
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| 65 |
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| 66 | t += dt;
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| 67 | }
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| 68 |
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| 69 | if(!found)
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| 70 | p = float3(0,0,0);
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| 71 | }
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| 72 |
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| 73 |
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| 74 | void secantSearch(float3 x, float3 R, samplerCUBE mp,
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| 75 | float dl,
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| 76 | float dp,
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| 77 | float llp,
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| 78 | float ppp,
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| 79 | out float3 p)
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| 80 | {
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| 81 | for(int i= 0; i < SECANT_ITERATIONCOUNT; i++)
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| 82 | {
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| 83 | float dnew;
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| 84 | dnew = dl + (dp - dl) * (1 - llp) / (ppp - llp);
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| 85 | p = x + R * dnew;
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| 86 | half pppnew = length(p) / readDistanceCubeMap(mp, p);
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| 87 | if(pppnew < 1)
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| 88 | {
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| 89 | llp = pppnew;
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| 90 | dl = dnew;
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| 91 | }
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| 92 | else
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| 93 | {
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| 94 | ppp = pppnew;
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| 95 | dp = dnew;
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| 96 | }
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| 97 | }
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| 98 | }
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| 99 |
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| 100 | float3 Hit(float3 x, float3 R, float3 N,
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| 101 | samplerCUBE mp1,
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| 102 | samplerCUBE mp2,
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| 103 | samplerCUBE mp3Color,
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| 104 | samplerCUBE mp3Dist,
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| 105 | out float4 Il, out float3 Nl)
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| 106 | {
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| 107 | float dl1 = 0, dp1, llp1, ppp1;
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| 108 | float3 p1;
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| 109 | linearSearch(x, R, N, mp1, p1, dl1, dp1, llp1, ppp1);
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| 110 | float dl2 = 0, dp2, llp2, ppp2;
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| 111 | float3 p2;
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| 112 | linearSearch(x, R, N, mp2, p2, dl2, dp2, llp2, ppp2);
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| 113 |
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| 114 | bool valid1 = dot(p1,p1) != 0;
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| 115 | bool valid2 = dot(p2,p2) != 0;
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| 116 |
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| 117 | float dl, dp, llp, ppp;
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| 118 | float3 p;
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| 119 |
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| 120 | if(!valid1 && ! valid2)
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| 121 | {
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| 122 | linearSearch(x, R, N, mp3Dist, p, dl, dp, llp, ppp);
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| 123 | Il.a = 1;
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| 124 | secantSearch(x, R, mp3Dist, dl, dp, llp, ppp, p);
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| 125 | Il.rgb = Nl.rgb = readCubeMap(mp3Color, p).rgb;
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| 126 | }
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| 127 | else
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| 128 | {
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| 129 | if( !valid2 || (valid1 && dp1 < dp2))
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| 130 | {
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| 131 | secantSearch(x, R, mp1, dl1, dp1, llp1, ppp1, p1);
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| 132 | Il.rgb = Nl.rgb = readCubeMap(mp1, p1).rgb;
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| 133 | p = p1;
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| 134 | }
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| 135 | else
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| 136 | {
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| 137 | secantSearch(x, R, mp2, dl2, dp2, llp2, ppp2, p2);
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| 138 | Il.rgb = Nl.rgb = readCubeMap(mp2, p2).rgb;
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| 139 | p = p2;
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| 140 | }
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| 141 | Il.a = 0;
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| 142 | }
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| 143 |
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| 144 | return p;
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| 145 | }
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| 146 |
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| 147 | struct Shaded_OUT
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| 148 | {
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| 149 | float4 vPos : POSITION;
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| 150 | float4 wNormal : TEXCOORD0;
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| 151 | float4 wPos : TEXCOORD1;
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| 152 | };
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| 153 |
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| 154 | float4 MultipleReflectionPS(Shaded_OUT IN,
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| 155 | uniform samplerCUBE CubeMap : register(s0),
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| 156 | uniform samplerCUBE DistanceMap : register(s1),
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| 157 | uniform samplerCUBE NormDistMap1 : register(s2),
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| 158 | uniform samplerCUBE NormDistMap2 : register(s3),
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| 159 | uniform float3 cameraPos,
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| 160 | uniform float3 lastCenter) : COLOR0
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| 161 | {
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| 162 | float4 I = float4(0,0,0,0);
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| 163 |
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| 164 | float3 N = normalize(IN.wNormal.xyz);
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| 165 | float3 x = IN.wPos.xyz - lastCenter;
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| 166 | float3 V = (IN.wPos.xyz - cameraPos);
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| 167 |
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| 168 | V = normalize(V);
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| 169 | float3 l;
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| 170 |
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| 171 |
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| 172 | //return readCubeMap(NormDistMap2, x).a /2.0 + 0.000000000001 * x.x;
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| 173 |
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| 174 | int depth = 0;
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| 175 |
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| 176 | while(depth < MAX_RAY_DEPTH)
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| 177 | {
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| 178 | float3 R;
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| 179 | R = normalize(reflect( V, N));
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| 180 |
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| 181 | float3 Nl;
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| 182 | float4 Il = 0;
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| 183 | l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl);
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| 184 | if(Il.a == 0)
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| 185 | {
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| 186 | depth += 1;
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| 187 | }
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| 188 | else
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| 189 | {
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| 190 | I = Il;
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| 191 | depth = MAX_RAY_DEPTH;
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| 192 | }
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| 193 | x = l;
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| 194 | N = Nl;
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| 195 | V = R;
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| 196 |
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| 197 | }
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| 198 | if(I.a == 0)
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| 199 | I = readCubeMap(CubeMap, l);
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| 200 |
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| 201 | return I;
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| 202 | }
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| 203 |
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| 204 | float4 MultipleRefractionPS(Shaded_OUT IN,
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| 205 | uniform samplerCUBE CubeMap : register(s0),
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| 206 | uniform samplerCUBE DistanceMap : register(s1),
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| 207 | uniform samplerCUBE NormDistMap1 : register(s2),
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| 208 | uniform samplerCUBE NormDistMap2 : register(s3),
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| 209 | uniform float3 cameraPos,
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| 210 | uniform float3 lastCenter,
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| 211 | uniform float sFresnel,
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| 212 | uniform float refIndex ) : COLOR0
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| 213 | {
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| 214 | float4 I = float4(0,0,0,0);
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| 215 |
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| 216 | float3 N = normalize(IN.wNormal.xyz);
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| 217 | float3 x = IN.wPos.xyz - lastCenter;
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| 218 | float3 V = (IN.wPos.xyz - cameraPos);
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| 219 | V = normalize(V);
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| 220 |
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[2095] | 221 | float F;
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[2054] | 222 | int depth = 0;
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[2095] | 223 | F = sFresnel + pow(1 - dot(N, -V), 5) * (1 - sFresnel);
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[2054] | 224 |
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| 225 | while(depth < MAX_RAY_DEPTH)
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| 226 | {
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| 227 | float3 R;
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[2095] | 228 |
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| 229 | float ri = refIndex;
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[2054] | 230 | if(dot(V,N) > 0)
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| 231 | {
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| 232 | ri = 1.0 / ri;
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| 233 | N = -N;
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| 234 | }
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| 235 | R = refract( V, N, ri);
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[2095] | 236 | if(dot(R,R) == 0) R = reflect( V, N);
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| 237 |
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[2054] | 238 | float3 Nl;
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| 239 | float4 Il;
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[2095] | 240 | float3 l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl);
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[2054] | 241 | if(Il.a == 0)
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| 242 | {
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[2095] | 243 | //I = readCubeMap(CubeMap, l);
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[2054] | 244 | depth += 1;
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| 245 | }
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| 246 | else
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| 247 | {
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| 248 | I = Il;
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| 249 | depth = MAX_RAY_DEPTH;
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| 250 | }
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| 251 | x = l;
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| 252 | N = normalize(Nl);
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| 253 | V = R;
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[2095] | 254 | }
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[2054] | 255 |
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[2095] | 256 | I *= (1.0 - F);
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| 257 |
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| 258 | return I;
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[2054] | 259 | }
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| 260 |
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| 261 | float4 MultipleRefractionPhotonMap_PS(Shaded_OUT IN,
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[2095] | 262 | uniform samplerCUBE DistanceMap : register(s0),
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[2054] | 263 | uniform samplerCUBE NormDistMap1 : register(s1),
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| 264 | uniform samplerCUBE NormDistMap2 : register(s2),
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[2095] | 265 | uniform samplerCUBE CubeMap : register(s3), //NOT USED
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[2054] | 266 | uniform float3 cameraPos,
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| 267 | uniform float3 lastCenter,
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| 268 | uniform float refIndex) : COLOR0
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| 269 | {
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[2095] | 270 | float4 I = 0;
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| 271 | float3 N = normalize(IN.wNormal.xyz);
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| 272 | float3 x = IN.wPos.xyz - lastCenter;
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| 273 | float3 V = (IN.wPos.xyz - cameraPos);
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| 274 | V = normalize(V);
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| 275 |
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[2054] | 276 | int depth = 0;
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[2095] | 277 | float3 l;
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| 278 |
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[2054] | 279 | while(depth < MAX_RAY_DEPTH)
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| 280 | {
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| 281 | float3 R;
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[2095] | 282 |
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| 283 | float ri = refIndex;
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[2054] | 284 | if(dot(V,N) > 0)
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| 285 | {
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| 286 | ri = 1.0 / ri;
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| 287 | N = -N;
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| 288 | }
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| 289 | R = refract( V, N, ri);
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[2095] | 290 | if(dot(R,R) == 0) R = reflect( V, N);
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| 291 |
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[2054] | 292 | float3 Nl;
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| 293 | float4 Il;
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[2095] | 294 | l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl);
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[2054] | 295 | if(Il.a == 0)
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| 296 | {
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[2095] | 297 | depth += 1;
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[2054] | 298 | }
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| 299 | else
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| 300 | {
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[2095] | 301 | I = Il;
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| 302 | depth = MAX_RAY_DEPTH;
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[2054] | 303 | }
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| 304 | x = l;
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| 305 | N = normalize(Nl);
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| 306 | V = R;
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[2095] | 307 | }
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| 308 | if(I.a == 0)
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| 309 | I = 0;
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| 310 | else
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| 311 | I = float4(l,1);
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[2054] | 312 |
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[2095] | 313 | return I;
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[2054] | 314 | } |
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