[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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[2131] | 13 | #define MAX_LIN_ITERATIONCOUNT 50 //80
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| 14 | #define MIN_LIN_ITERATIONCOUNT 30 //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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[2095] | 18 | //#define METHOD1
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| 19 |
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[2054] | 20 | void linearSearch( float3 x, float3 R, float3 N, samplerCUBE mp,
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| 21 | float2 minMax,
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| 22 | out float3 p,
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| 23 | out float dl,
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| 24 | out float dp,
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| 25 | out float llp,
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| 26 | out float ppp)
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| 27 | {
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[2095] | 28 | float3 Ra = abs(R), xa = abs(x);
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| 29 | float xm = max(max(xa.x,xa.y),xa.z);
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| 30 | float Rm = max(max(Ra.x,Ra.y),Ra.z);
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| 31 | float a = xm / Rm;
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[2054] | 32 |
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| 33 | int shootL = 0, shootP = 0;
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| 34 | bool found = false;
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| 35 |
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| 36 | float min = minMax.x;
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[2095] | 37 | float maximum = minMax.y;
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[2054] | 38 |
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[2095] | 39 | float minD = 0;
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| 40 | float maxD = 0;
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[2054] | 41 | {
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| 42 | float a = dot(R,R);
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| 43 | float b = 2 * dot(R, x);
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| 44 | float c = dot(x,x) - min * min;
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[2095] | 45 | float c2 = dot(x,x) - maximum * maximum;
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[2054] | 46 |
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| 47 | float dis = b*b - 4*a*c;
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| 48 | float dis2 = b*b - 4*a*c2;
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| 49 |
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| 50 | float t1 = (-b + sqrt(dis))/ 2.0 * a;
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| 51 | float t2 = (-b - sqrt(dis))/ 2.0 * a;
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| 52 | float t3 = (-b + sqrt(dis2))/ 2.0 * a;
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| 53 | float t4 = (-b - sqrt(dis2))/ 2.0 * a;
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| 54 |
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| 55 | int numvalids = 0;
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| 56 | if(t1 > 0)
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| 57 | {
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| 58 | numvalids++;
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[2095] | 59 | if(t1 > maxD)maxD = t1;
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| 60 | if(t1 < minD || minD == 0)minD = t1;
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[2054] | 61 | }
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| 62 | if(t2 > 0)
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| 63 | {
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| 64 | numvalids++;
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[2095] | 65 | if(t2 > maxD)maxD = t2;
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| 66 | if(t2 < minD || minD == 0)minD = t2;
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[2054] | 67 | }
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| 68 | if(t3 > 0)
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| 69 | {
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| 70 | numvalids++;
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[2095] | 71 | if(t3 > maxD)maxD = t3;
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| 72 | if(t3 < minD || minD == 0)minD = t3;
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[2054] | 73 | }
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| 74 | if(t4 > 0)
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| 75 | {
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| 76 | numvalids++;
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[2095] | 77 | if(t4 > maxD)maxD = t4;
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| 78 | if(t4 < minD || minD == 0)minD = t4;
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[2054] | 79 | }
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| 80 |
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| 81 | if(numvalids % 2 == 1)
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[2095] | 82 | minD = 0.01;
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[2054] | 83 | if(numvalids == 0)
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[2095] | 84 | minD = maxD + 1.0;
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[2054] | 85 | }
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| 86 |
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[2095] | 87 | #ifdef METHOD1
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[2054] | 88 | int iterationNeeded = MAX_LIN_ITERATIONCOUNT;// + (dot(normalize(x), R) + 1.0) / 2.0 * (MAX_LIN_ITERATIONCOUNT - MIN_LIN_ITERATIONCOUNT);
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| 89 | float pa;
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[2095] | 90 | float dD = (maxD - minD) / (float) iterationNeeded ;
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| 91 | dp = minD;
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| 92 |
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[2054] | 93 | //Linear iteration
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[2095] | 94 | while(dp <= maxD && !found)
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[2054] | 95 | {
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[2095] | 96 |
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| 97 | #else
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| 98 | float dt = length(x / xm - R / Rm) * MAX_LIN_ITERATIONCOUNT;
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| 99 | dt = max(dt, MIN_LIN_ITERATIONCOUNT);
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| 100 | dt = 1.0 / dt;
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| 101 |
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| 102 | float minT = max(minD / (a + minD) - dt, dt);
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| 103 | float maxT = maxD / (a + maxD) + dt;
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| 104 |
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| 105 | float t = minT;//dt;
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| 106 | float pa;
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| 107 |
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| 108 | while(t <= maxT && !found)
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| 109 | {
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| 110 | dp = a * t / (1 - t);
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| 111 | #endif
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| 112 |
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[2054] | 113 | p = x + R * dp;
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| 114 | pa = readDistanceCubeMap(mp, p);
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| 115 |
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| 116 | if(pa > 0)
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| 117 | {
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| 118 | ppp = length(p) / pa;
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| 119 | if(ppp < 1)
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| 120 | shootP = -1;
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| 121 | else
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| 122 | shootP = 1;
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| 123 | if(shootL * shootP == -1)
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| 124 | found = true;
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| 125 | else
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| 126 | {
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| 127 | shootL = shootP;
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| 128 | dl = dp;
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| 129 | llp = ppp;
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| 130 | }
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| 131 | }
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| 132 | else
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| 133 | shootL = 0;
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[2095] | 134 |
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| 135 | #ifdef METHOD1
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| 136 | dp += dD;
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| 137 | #else
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| 138 | t += dt;
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| 139 | #endif
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[2054] | 140 | }
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| 141 |
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| 142 | if(!found)
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| 143 | p = float3(0,0,0);
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| 144 | }
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| 145 |
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| 146 |
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| 147 | void secantSearch(float3 x, float3 R, samplerCUBE mp,
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| 148 | float dl,
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| 149 | float dp,
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| 150 | float llp,
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| 151 | float ppp,
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| 152 | out float3 p)
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| 153 | {
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| 154 | for(int i= 0; i < SECANT_ITERATIONCOUNT; i++)
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| 155 | {
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| 156 | float dnew;
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| 157 | dnew = dl + (dp - dl) * (1 - llp) / (ppp - llp);
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| 158 | p = x + R * dnew;
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| 159 | half pppnew = length(p) / readDistanceCubeMap(mp, p);
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| 160 | if(pppnew < 1)
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| 161 | {
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| 162 | llp = pppnew;
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| 163 | dl = dnew;
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| 164 | }
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| 165 | else
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| 166 | {
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| 167 | ppp = pppnew;
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| 168 | dp = dnew;
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| 169 | }
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| 170 | }
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| 171 | }
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| 172 |
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| 173 |
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| 174 | float3 Hit(float3 x, float3 R, float3 N,
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| 175 | samplerCUBE mp1,
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| 176 | samplerCUBE mp2,
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| 177 | samplerCUBE mp3Color,
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| 178 | samplerCUBE mp3Dist,
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| 179 | float2 minMax,
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| 180 | float2 minMax1,
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| 181 | float2 minMax2,
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| 182 | out float4 Il, out float3 Nl)
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| 183 | {
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| 184 | float dl1 = 0, dp1, llp1, ppp1;
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| 185 | float3 p1;
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| 186 | linearSearch(x, R, N, mp1, minMax1, p1, dl1, dp1, llp1, ppp1);
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| 187 | float dl2 = 0, dp2, llp2, ppp2;
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| 188 | float3 p2;
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| 189 | linearSearch(x, R, N, mp2, minMax2, p2, dl2, dp2, llp2, ppp2);
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| 190 |
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| 191 | bool valid1 = dot(p1,p1) != 0;
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| 192 | bool valid2 = dot(p2,p2) != 0;
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| 193 |
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| 194 | float dl, dp, llp, ppp;
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| 195 | float3 p;
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| 196 |
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| 197 | if(!valid1 && ! valid2)
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| 198 | {
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| 199 | linearSearch(x, R, N, mp3Dist, minMax, p, dl, dp, llp, ppp);
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| 200 | if(dot(p,p) != 0)
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| 201 | {
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| 202 | Il.a = 1;
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| 203 | secantSearch(x, R, mp3Dist, dl, dp, llp, ppp, p);
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| 204 | Il.rgb = Nl.rgb = readCubeMap(mp3Color, p).rgb;
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| 205 | }
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| 206 | else
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| 207 | Il = float4(0,0,0,0);
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| 208 | }
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| 209 | else
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| 210 | {
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| 211 | if( !valid2 || (valid1 && dp1 < dp2))
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| 212 | {
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| 213 | secantSearch(x, R, mp1, dl1, dp1, llp1, ppp1, p1);
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| 214 | Il.rgb = Nl.rgb = readCubeMap(mp1, p1).rgb;
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| 215 | p = p1;
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| 216 | }
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| 217 | else
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| 218 | {
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| 219 | secantSearch(x, R, mp2, dl2, dp2, llp2, ppp2, p2);
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| 220 | Il.rgb = Nl.rgb = readCubeMap(mp2, p2).rgb;
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| 221 | p = p2;
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| 222 | }
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| 223 | }
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| 224 | return p;
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| 225 | }
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| 226 |
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| 227 | struct Shaded_OUT
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| 228 | {
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| 229 | float4 vPos : POSITION;
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| 230 | float4 wNormal : TEXCOORD0;
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| 231 | float4 wPos : TEXCOORD1;
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| 232 | };
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| 233 |
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| 234 |
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| 235 | float4 MultipleReflectionPS(Shaded_OUT IN,
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| 236 | uniform samplerCUBE CubeMap : register(s0),
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| 237 | uniform samplerCUBE DistanceMap : register(s1),
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| 238 | uniform samplerCUBE NormDistMap1 : register(s2),
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| 239 | uniform samplerCUBE NormDistMap2 : register(s3),
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| 240 | uniform float3 cameraPos,
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| 241 | uniform float3 lastCenter,
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| 242 | uniform float4 min,
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| 243 | uniform float4 min1,
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| 244 | uniform float4 min2,
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[2095] | 245 | uniform float4 Max,
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[2054] | 246 | uniform float4 max1,
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| 247 | uniform float4 max2) : COLOR0
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| 248 | {
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| 249 | float2 miniMaxi1;
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| 250 | miniMaxi1.x = min.a;
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[2095] | 251 | miniMaxi1.y = Max.a;
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[2054] | 252 |
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| 253 | float2 miniMaxi2;
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| 254 | miniMaxi2.x = min1.a;
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| 255 | miniMaxi2.y = max1.a;
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| 256 |
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| 257 | float2 miniMaxi3;
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| 258 | miniMaxi3.x = min2.a;
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| 259 | miniMaxi3.y = max2.a;
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| 260 |
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| 261 | float3 N = normalize(IN.wNormal.xyz);
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| 262 | float3 x = IN.wPos.xyz - lastCenter;
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| 263 | float3 V = (IN.wPos.xyz - cameraPos);
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| 264 |
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| 265 | float4 I = float4(0,0,0,0);
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| 266 | V = normalize(V);
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| 267 | float3 l;
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| 268 | int depth = 0;
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| 269 |
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| 270 | while(depth < MAX_RAY_DEPTH)
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| 271 | {
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| 272 | float3 R;
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| 273 | R = normalize(reflect( V, N));
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| 274 |
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| 275 | float3 Nl;
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| 276 | float4 Il;
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| 277 | l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, miniMaxi1, miniMaxi2, miniMaxi3, Il, Nl);
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| 278 | if(Il.a == 0)
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| 279 | {
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| 280 | depth += 1;
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| 281 | }
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| 282 | else
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| 283 | {
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| 284 | I = Il;
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| 285 | depth = MAX_RAY_DEPTH;
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| 286 | }
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| 287 | x = l;
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| 288 | N = Nl;
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[2095] | 289 | V = R;
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[2054] | 290 | }
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| 291 | if(I.a == 0)
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[2095] | 292 | I = readCubeMap(CubeMap, l);
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[2054] | 293 |
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| 294 | return I;
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| 295 | }
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| 296 |
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| 297 | float4 MultipleRefractionPS(Shaded_OUT IN,
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| 298 | uniform samplerCUBE CubeMap : register(s0),
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| 299 | uniform samplerCUBE DistanceMap : register(s1),
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| 300 | uniform samplerCUBE NormDistMap1 : register(s2),
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| 301 | uniform samplerCUBE NormDistMap2 : register(s3),
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| 302 | uniform float3 cameraPos,
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| 303 | uniform float3 lastCenter,
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| 304 | uniform float refIndex,
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[2095] | 305 | uniform float sFresnel, //0.04
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[2054] | 306 | uniform float4 min,
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| 307 | uniform float4 min1,
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| 308 | uniform float4 min2,
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[2095] | 309 | uniform float4 Max,
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[2054] | 310 | uniform float4 max1,
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| 311 | uniform float4 max2) : COLOR0
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| 312 | {
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| 313 | float2 miniMaxi1;
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| 314 | miniMaxi1.x = min.a;
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[2095] | 315 | miniMaxi1.y = Max.a;
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[2054] | 316 |
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| 317 | float2 miniMaxi2;
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| 318 | miniMaxi2.x = min1.a;
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| 319 | miniMaxi2.y = max1.a;
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| 320 |
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| 321 | float2 miniMaxi3;
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| 322 | miniMaxi3.x = min2.a;
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| 323 | miniMaxi3.y = max2.a;
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| 324 |
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[2095] | 325 | float4 I = float4(0,0,0,0);
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[2054] | 326 |
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| 327 | float3 N = normalize(IN.wNormal.xyz);
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| 328 | float3 x = IN.wPos.xyz - lastCenter;
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| 329 | float3 V = (IN.wPos.xyz - cameraPos);
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[2095] | 330 | V = normalize(V);
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[2054] | 331 |
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[2095] | 332 | float F;
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[2054] | 333 | int depth = 0;
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[2095] | 334 | F = sFresnel + pow(1 - dot(N, -V), 5) * (1 - sFresnel);
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[2054] | 335 |
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| 336 | while(depth < MAX_RAY_DEPTH)
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| 337 | {
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| 338 | float3 R;
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[2095] | 339 |
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| 340 | float ri = refIndex;
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[2054] | 341 | if(dot(V,N) > 0)
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| 342 | {
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| 343 | ri = 1.0 / ri;
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| 344 | N = -N;
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| 345 | }
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| 346 | R = refract( V, N, ri);
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[2095] | 347 | if(dot(R,R) == 0) R = reflect( V, N);
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| 348 |
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[2054] | 349 | float3 Nl;
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| 350 | float4 Il;
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[2095] | 351 | float3 l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, miniMaxi1, miniMaxi2, miniMaxi3, Il, Nl);
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[2054] | 352 | if(Il.a == 0)
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| 353 | {
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[2095] | 354 | //I = readCubeMap(CubeMap, l);
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[2054] | 355 | depth += 1;
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| 356 | }
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| 357 | else
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| 358 | {
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| 359 | I = Il;
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| 360 | depth = MAX_RAY_DEPTH;
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| 361 | }
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| 362 | x = l;
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| 363 | N = normalize(Nl);
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| 364 | V = R;
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[2095] | 365 | }
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[2054] | 366 |
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[2095] | 367 | I *= (1.0 - F);
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| 368 |
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| 369 | return I;
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[2054] | 370 | }
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| 371 |
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| 372 | float4 MultipleRefractionPhotonMap_PS(Shaded_OUT IN,
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| 373 | uniform samplerCUBE DistanceMap : register(s0),
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| 374 | uniform samplerCUBE NormDistMap1 : register(s1),
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| 375 | uniform samplerCUBE NormDistMap2 : register(s2),
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| 376 | uniform float3 cameraPos,
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| 377 | uniform float3 lastCenter,
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| 378 | uniform float refIndex,
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| 379 | uniform float4 min,
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| 380 | uniform float4 min1,
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| 381 | uniform float4 min2,
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| 382 | uniform float4 max,
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| 383 | uniform float4 max1,
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| 384 | uniform float4 max2) : COLOR0
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| 385 | {
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| 386 | float2 miniMaxi1;
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| 387 | miniMaxi1.x = min.a;
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| 388 | miniMaxi1.y = max.a;
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| 389 |
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| 390 | float2 miniMaxi2;
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| 391 | miniMaxi2.x = min1.a;
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| 392 | miniMaxi2.y = max1.a;
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| 393 |
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| 394 | float2 miniMaxi3;
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| 395 | miniMaxi3.x = min2.a;
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| 396 | miniMaxi3.y = max2.a;
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| 397 |
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| 398 | float4 I = float4(0,0,0,0);
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| 399 |
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| 400 | float3 N = normalize(IN.wNormal.xyz);
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| 401 | float3 V = (IN.wPos.xyz - cameraPos);
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| 402 | float3 x = IN.wPos.xyz - lastCenter;
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| 403 | V = normalize(V);
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| 404 | float3 l;
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| 405 | int depth = 0;
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| 406 |
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| 407 | while(depth < MAX_RAY_DEPTH)
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| 408 | {
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| 409 | float3 R;
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| 410 |
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| 411 | float ri = refIndex;
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| 412 |
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| 413 | if(dot(V,N) > 0)
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| 414 | {
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| 415 | ri = 1.0 / ri;
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| 416 | N = -N;
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| 417 | }
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| 418 | R = refract( V, N, ri);
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| 419 | if(dot(R,R) == 0) R = reflect( V, N);
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| 420 |
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| 421 | float3 Nl;
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| 422 | float4 Il;
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| 423 | l = Hit(x, R, N, NormDistMap1, NormDistMap2, DistanceMap, DistanceMap, miniMaxi1, miniMaxi2, miniMaxi3, Il, Nl);
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| 424 | if(Il.a == 0)
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| 425 | {
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| 426 | depth += 1;
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| 427 | }
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| 428 | else
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| 429 | {
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| 430 | I = Il;
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| 431 | depth = MAX_RAY_DEPTH;
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| 432 | }
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| 433 | x = l;
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| 434 | N = normalize(Nl);
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| 435 | V = R;
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| 436 | }
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| 437 |
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| 438 | return float4(l,1);
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| 439 | }
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