[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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| 13 | #define MAX_LIN_ITERATIONCOUNT 2 //80
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| 14 | #define MIN_LIN_ITERATIONCOUNT 1 //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 mp3Color,
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| 103 | samplerCUBE mp3Dist,
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| 104 | out float4 Il, out float3 Nl)
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| 105 | {
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| 106 | float dl1 = 0, dp1, llp1, ppp1;
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| 107 | float3 p1;
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| 108 | linearSearch(x, R, N, mp1, p1, dl1, dp1, llp1, ppp1);
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| 109 |
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| 110 | bool valid1 = dot(p1,p1) != 0;
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| 111 |
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| 112 | float dl, dp, llp, ppp;
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| 113 | float3 p;
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| 114 |
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| 115 | if(!valid1)
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| 116 | {
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| 117 | linearSearch(x, R, N, mp3Dist, p, dl, dp, llp, ppp);
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| 118 | Il.a = 1;
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| 119 | secantSearch(x, R, mp3Dist, dl, dp, llp, ppp, p);
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| 120 | Il.rgb = Nl.rgb = readCubeMap(mp3Color, p).rgb;
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| 121 | }
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| 122 | else
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| 123 | {
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| 124 | secantSearch(x, R, mp1, dl1, dp1, llp1, ppp1, p1);
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| 125 | Il.rgb = Nl.rgb = readCubeMap(mp1, p1).rgb;
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| 126 | p = p1;
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| 127 | Il.a = 0;
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| 128 | }
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| 129 |
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| 130 | return p;
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| 131 | }*/
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| 132 |
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| 133 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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| 134 | {
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| 135 | float rl = readDistanceCubeMap( mp, R); // |r|
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| 136 |
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| 137 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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| 138 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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| 139 | float dl = rl * ( 1 - ppp ); // eq. 2
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| 140 | float3 l = x + R * dl; // ray equation
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| 141 |
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| 142 | // iteration
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| 143 | for( int i = 0; i < SECANT_ITERATIONCOUNT ; i++ )
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| 144 | {
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| 145 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 146 | if ( llp < 0.999f ) // undershooting
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| 147 | {
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| 148 | dun = dl; pun = llp; // last undershooting
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| 149 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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| 150 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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| 151 | } else if ( llp > 1.001f ) // overshooting
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| 152 | {
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| 153 | dov = dl; pov = llp; // last overshooting
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| 154 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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| 155 | }
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| 156 | l = x + R * dl; // ray equation
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| 157 | }
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| 158 | return l; // computed hit point
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| 159 | }
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| 160 |
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| 161 |
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| 162 | struct Shaded_OUT
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| 163 | {
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| 164 | float4 vPos : POSITION;
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| 165 | float4 wNormal : TEXCOORD0;
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| 166 | float4 wPos : TEXCOORD1;
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| 167 | };
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| 168 |
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| 169 |
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| 170 | float4 MultipleRefractionPS(Shaded_OUT IN,
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| 171 | uniform samplerCUBE CubeMap : register(s0),
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| 172 | uniform samplerCUBE DistanceMap : register(s1),
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| 173 | uniform samplerCUBE NormDistMap1 : register(s2),
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| 174 | uniform float3 cameraPos,
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| 175 | uniform float3 lastCenter,
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| 176 | uniform float sFresnel,
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| 177 | uniform float refIndex ) : COLOR0
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| 178 | {
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| 179 | float4 I = float4(0,0,0,0);
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| 180 |
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| 181 | float3 N = normalize(IN.wNormal.xyz);
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| 182 | float3 x = IN.wPos.xyz - lastCenter;
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| 183 | float3 V = (IN.wPos.xyz - cameraPos);
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| 184 | V = normalize(V);
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| 185 |
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| 186 | float F = sFresnel + pow(1 - dot(N, -V), 5) * (1 - sFresnel);
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| 187 |
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| 188 | float3 l;
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| 189 | float ri = refIndex;
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| 190 | float3 R;
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| 191 |
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| 192 | if(dot(V,N) > 0)
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| 193 | {
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| 194 | ri = 1.0 / refIndex;
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| 195 | N = -N;
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| 196 | }
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| 197 | float4 Irefr = 0;
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| 198 | R = refract( V, N, ri);
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| 199 | if(dot(R,R) != 0)
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| 200 | {
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| 201 | R = refract( V, N, ri);
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| 202 | l = Hit(x, R, DistanceMap);
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| 203 | x = l;
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| 204 | N = readCubeMap(NormDistMap1, l).rgb;
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| 205 | V = R;
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| 206 |
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| 207 | if(dot(V,N) > 0)
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| 208 | {
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| 209 | ri = 1.0 / refIndex;
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| 210 | N = -N;
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| 211 | }
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| 212 | R = refract( V, N, ri);
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| 213 | if(dot(R,R) != 0)
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| 214 | {
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| 215 | l = Hit(x, R, DistanceMap);
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| 216 | Irefr = readCubeMap(CubeMap, l);
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| 217 | }
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| 218 | }
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| 219 |
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| 220 | N = normalize(IN.wNormal.xyz);
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| 221 | V = normalize(IN.wPos.xyz - cameraPos);
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| 222 | x = IN.wPos.xyz - lastCenter;
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| 223 | R = reflect( V, N);
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| 224 | l = Hit(x, R, DistanceMap);
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| 225 | float4 Irefl = readCubeMap(CubeMap, l);
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| 226 |
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| 227 | I = F * Irefl + (1 - F) * Irefr;
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| 228 |
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| 229 | return I;
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| 230 | }
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| 231 |
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| 232 | float4 MultipleRefractionPhotonMap_PS(Shaded_OUT IN,
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| 233 | uniform samplerCUBE DistanceMap : register(s0),
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| 234 | uniform samplerCUBE NormDistMap1 : register(s1),
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| 235 | uniform float3 cameraPos,
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| 236 | uniform float3 lastCenter,
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| 237 | uniform float refIndex) : COLOR0
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| 238 | {
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| 239 | float4 I = float4(0,0,0,0);
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| 240 |
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| 241 | float3 N = normalize(IN.wNormal.xyz);
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| 242 | float3 x = IN.wPos.xyz - lastCenter;
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| 243 | float3 V = (IN.wPos.xyz - cameraPos);
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| 244 | V = normalize(V);
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| 245 |
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| 246 | float3 l = 0;
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| 247 | float ri = refIndex;
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| 248 | float3 R;
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| 249 |
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| 250 | if(dot(V,N) > 0)
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| 251 | {
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| 252 | ri = 1.0 / refIndex;
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| 253 | N = -N;
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| 254 | }
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| 255 | float4 Irefr = 0;
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| 256 | R = refract( V, N, ri);
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| 257 | if(dot(R,R) != 0)
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| 258 | {
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| 259 | R = refract( V, N, ri);
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| 260 | l = Hit(x, R, DistanceMap);
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| 261 | x = l;
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| 262 | N = readCubeMap(NormDistMap1, l).rgb;
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| 263 | V = R;
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| 264 |
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| 265 | if(dot(V,N) > 0)
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| 266 | {
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| 267 | ri = 1.0 / refIndex;
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| 268 | N = -N;
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| 269 | }
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| 270 | R = refract( V, N, ri);
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| 271 | if(dot(R,R) != 0)
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| 272 | {
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| 273 | l = Hit(x, R, DistanceMap);
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| 274 | }
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| 275 | }
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| 276 |
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| 277 | return float4(l,1);
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| 278 | } |
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