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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13 | #define MAX_LIN_ITERATIONCOUNT 50 //80
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14 | #define MIN_LIN_ITERATIONCOUNT 30 //60
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15 | #define SECANT_ITERATIONCOUNT 1
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16 | #define MAX_RAY_DEPTH 4
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17 |
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18 | //#define METHOD1
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19 |
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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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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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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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37 | float maximum = minMax.y;
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38 |
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39 | float minD = 0;
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40 | float maxD = 0;
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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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45 | float c2 = dot(x,x) - maximum * maximum;
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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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59 | if(t1 > maxD)maxD = t1;
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60 | if(t1 < minD || minD == 0)minD = t1;
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61 | }
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62 | if(t2 > 0)
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63 | {
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64 | numvalids++;
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65 | if(t2 > maxD)maxD = t2;
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66 | if(t2 < minD || minD == 0)minD = t2;
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67 | }
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68 | if(t3 > 0)
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69 | {
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70 | numvalids++;
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71 | if(t3 > maxD)maxD = t3;
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72 | if(t3 < minD || minD == 0)minD = t3;
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73 | }
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74 | if(t4 > 0)
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75 | {
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76 | numvalids++;
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77 | if(t4 > maxD)maxD = t4;
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78 | if(t4 < minD || minD == 0)minD = t4;
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79 | }
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80 |
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81 | if(numvalids % 2 == 1)
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82 | minD = 0.01;
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83 | if(numvalids == 0)
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84 | minD = maxD + 1.0;
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85 | }
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86 |
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87 | #ifdef METHOD1
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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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90 | float dD = (maxD - minD) / (float) iterationNeeded ;
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91 | dp = minD;
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92 |
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93 | //Linear iteration
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94 | while(dp <= maxD && !found)
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95 | {
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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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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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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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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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245 | uniform float4 Max,
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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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251 | miniMaxi1.y = Max.a;
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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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289 | V = R;
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290 | }
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291 | if(I.a == 0)
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292 | I = readCubeMap(CubeMap, l);
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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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305 | uniform float sFresnel, //0.04
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306 | uniform float4 min,
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307 | uniform float4 min1,
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308 | uniform float4 min2,
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309 | uniform float4 Max,
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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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315 | miniMaxi1.y = Max.a;
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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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325 | float4 I = float4(0,0,0,0);
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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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330 | V = normalize(V);
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331 |
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332 | float F;
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333 | int depth = 0;
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334 | F = sFresnel + pow(1 - dot(N, -V), 5) * (1 - sFresnel);
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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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339 |
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340 | float ri = refIndex;
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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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347 | if(dot(R,R) == 0) R = reflect( V, N);
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348 |
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349 | float3 Nl;
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350 | float4 Il;
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351 | float3 l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, miniMaxi1, miniMaxi2, miniMaxi3, Il, Nl);
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352 | if(Il.a == 0)
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353 | {
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354 | //I = readCubeMap(CubeMap, l);
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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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365 | }
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366 |
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367 | I *= (1.0 - F);
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368 |
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369 | return I;
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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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