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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