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 2
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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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221 | float F;
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222 | int depth = 0;
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223 | F = sFresnel + pow(1 - dot(N, -V), 5) * (1 - sFresnel);
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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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228 |
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229 | float ri = refIndex;
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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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236 | if(dot(R,R) == 0) R = reflect( V, N);
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237 |
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238 | float3 Nl;
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239 | float4 Il;
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240 | float3 l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl);
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241 | if(Il.a == 0)
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242 | {
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243 | depth += 1;
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244 | }
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245 | else
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246 | {
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247 | I = Il;
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248 | depth = MAX_RAY_DEPTH;
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249 | }
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250 | x = l;
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251 | N = normalize(Nl);
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252 | V = R;
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253 | }
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254 |
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255 | if(I.a == 0)
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256 | {
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257 | float ri = refIndex;
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258 | if(dot(V,N) > 0)
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259 | {
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260 | ri = 1.0 / ri;
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261 | N = -N;
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262 | }
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263 | float3 R = refract( V, N, ri);
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264 | if(dot(R,R) == 0) R = reflect( V, N);
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265 | I = readCubeMap(CubeMap, R);
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266 | }
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267 |
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268 | I *= (1.0 - F);
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269 |
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270 | return I;
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271 | }
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272 |
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273 | float4 MultipleRefractionPhotonMap_PS(Shaded_OUT IN,
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274 | uniform samplerCUBE DistanceMap : register(s0),
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275 | uniform samplerCUBE NormDistMap1 : register(s1),
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276 | uniform samplerCUBE NormDistMap2 : register(s2),
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277 | uniform samplerCUBE CubeMap : register(s3), //NOT USED
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278 | uniform float3 cameraPos,
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279 | uniform float3 lastCenter,
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280 | uniform float refIndex) : COLOR0
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281 | {
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282 | float4 I = 0;
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283 | float3 N = normalize(IN.wNormal.xyz);
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284 | float3 x = IN.wPos.xyz - lastCenter;
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285 | float3 V = (IN.wPos.xyz - cameraPos);
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286 | V = normalize(V);
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287 |
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288 | int depth = 0;
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289 | float3 l;
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290 |
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291 | while(depth < MAX_RAY_DEPTH)
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292 | {
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293 | float3 R;
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294 |
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295 | float ri = refIndex;
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296 | if(dot(V,N) > 0)
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297 | {
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298 | ri = 1.0 / ri;
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299 | N = -N;
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300 | }
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301 | R = refract( V, N, ri);
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302 | if(dot(R,R) == 0) R = reflect( V, N);
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303 |
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304 | float3 Nl;
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305 | float4 Il;
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306 | l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl);
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307 | if(Il.a == 0)
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308 | {
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309 | depth += 1;
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310 | }
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311 | else
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312 | {
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313 | I = Il;
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314 | depth = MAX_RAY_DEPTH;
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315 | }
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316 | x = l;
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317 | N = normalize(Nl);
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318 | V = R;
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319 | }
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320 | if(I.a == 0)
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321 | I = float4(V,1);
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322 | else
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323 | I = float4(l,1);
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324 |
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325 | return I;
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326 | } |
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