[2024] | 1 | struct Shaded_OUT
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| 2 | {
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| 3 | float4 vPos : POSITION;
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| 4 | float4 wNormal : TEXCOORD0;
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| 5 | float4 wPos : TEXCOORD1;
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| 6 | };
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| 7 |
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| 8 | /////////
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| 9 | /// Photon Map shaders
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| 10 | /////////
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| 11 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 12 | {
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| 13 | float dist = texCUBE(dcm, float4(coord.xy, - coord.z, 0)).r;
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| 14 | if(dist == 0) dist = 1000; ///sky
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| 15 | return dist;
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| 16 | }
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| 17 |
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| 18 | #define SECANT_ITERATIONCOUNT 2
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| 19 |
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| 20 | ///Localization with secant iteration
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| 21 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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| 22 | {
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| 23 | float rl = readDistanceCubeMap( mp, R); // |r|
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| 24 |
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| 25 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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| 26 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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| 27 | float dl = rl * ( 1 - ppp ); // eq. 2
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| 28 | float3 l = x + R * dl; // ray equation
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| 29 |
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| 30 | // iteration
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| 31 | for( int i = 0; i < SECANT_ITERATIONCOUNT; i++ )
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| 32 | {
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| 33 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 34 | if ( llp < 0.999f ) // undershooting
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| 35 | {
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| 36 | dun = dl; pun = llp; // last undershooting
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| 37 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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| 38 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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| 39 | } else if ( llp > 1.001f ) // overshooting
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| 40 | {
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| 41 | dov = dl; pov = llp; // last overshooting
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| 42 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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| 43 | }
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| 44 | l = x + R * dl; // ray equation
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| 45 | }
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| 46 | return l; // computed hit point
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| 47 | }
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| 48 |
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| 49 | //Hit the environment sampled by DistanceMap (single refraction)
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| 50 | float4 PhotonMapHitEnvPS( Shaded_OUT IN,
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| 51 | uniform float3 lastCenter,
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| 52 | uniform float3 cameraPos,
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[2136] | 53 | uniform float refIndex,
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[2024] | 54 | uniform samplerCUBE DistanceMap : register(s0)):COLOR0
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| 55 | {
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| 56 |
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| 57 | float4 Color = float4(1,1,1,1);
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| 58 | float3 wNormal = normalize(IN.wNormal);
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| 59 | float3 dir;
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| 60 | float3 cubeMapPos = IN.wPos.xyz - lastCenter;
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| 61 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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| 62 |
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[2136] | 63 | float3 R = refract(V, wNormal, refIndex);
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[2024] | 64 |
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| 65 | dir = R;
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| 66 | dir = Hit(cubeMapPos, R, DistanceMap);
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| 67 |
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| 68 | Color = float4(dir, 1);
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| 69 |
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| 70 | if(dot(V, wNormal)>0)
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| 71 | {
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| 72 | Color = float4(1,0,0,0);
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| 73 | }
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| 74 | return Color;
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| 75 | }
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| 76 |
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| 77 | //////
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| 78 | /// Caustic CubeMap shaders
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| 79 | //////
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| 80 |
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| 81 | ///point sprite caustic spots
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| 82 | struct CauCube_PointSprite_VS_OUT
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| 83 | {
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| 84 | float4 hPosition : POSITION;
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| 85 | float4 texCoord : TEXCOORD0;
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| 86 | float4 color : COLOR0;
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| 87 | float2 r : TEXCOORD1;
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| 88 | float2 center : TEXCOORD2;
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| 89 | float4 position : TEXCOORD3;
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| 90 | float pSize : PSIZE;
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| 91 | float dist : TEXCOORD4;
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| 92 | };
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| 93 |
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| 94 | CauCube_PointSprite_VS_OUT CauCube_PointSprite_VS(
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| 95 | float4 position : POSITION,
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| 96 | float4 texCoord : TEXCOORD0,
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| 97 | float4 color : COLOR0,
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| 98 | uniform float4x4 WorldView,
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| 99 | uniform float4x4 Proj,
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| 100 | uniform float CauSpriteSize,
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| 101 | uniform sampler2D PhotonHitMap : register(s0))
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| 102 | {
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| 103 | CauCube_PointSprite_VS_OUT OUT;
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| 104 |
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| 105 | float radius = CauSpriteSize;
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| 106 | OUT.pSize = radius;
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| 107 | float4 cPosition;
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| 108 |
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| 109 | float4 pos = tex2Dlod(PhotonHitMap, float4(position.x, 1.0 - position.y,0,0)).rgba;
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| 110 |
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| 111 | if(pos.a == 0)//no photon hit
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| 112 | {
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| 113 | OUT.center = 1000.0f;
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| 114 | OUT.position = OUT.hPosition = -1000.0f; //transform out of view
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| 115 | }
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| 116 | else
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| 117 | {
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| 118 | float4 wPosition = float4(normalize(pos.xyz),1);
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| 119 |
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| 120 | cPosition = mul(WorldView, wPosition);
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| 121 | OUT.center = cPosition.xy;
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| 122 | OUT.position = cPosition;
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| 123 | OUT.hPosition = mul(Proj, cPosition);
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| 124 | }
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| 125 |
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| 126 | OUT.r.x = radius;
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| 127 | OUT.r.y = radius;
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| 128 | OUT.texCoord = texCoord;
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| 129 | OUT.color = float4(pos);
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| 130 | OUT.dist = length(pos.xyz);
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| 131 |
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| 132 | return OUT;
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| 133 | }
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| 134 |
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| 135 | float4 CauCube_PointSprite_PS(CauCube_PointSprite_VS_OUT IN,
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| 136 | uniform float4 CausticColor,
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| 137 | uniform sampler2D intensityTex : register(s1)
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| 138 | ):COLOR
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| 139 | {
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| 140 | IN.color = CausticColor;
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| 141 | float intens = tex2D(intensityTex, IN.texCoord).r;
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| 142 | IN.color.a *= intens;
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| 143 | return IN.color;
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| 144 | }
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| 145 |
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| 146 | //transformed caustic caster
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| 147 |
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| 148 | struct CauCube_Triangles_VS_OUT
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| 149 | {
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| 150 | float4 hPosition : POSITION;
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| 151 | float4 color : COLOR0;
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| 152 | };
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| 153 |
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| 154 | CauCube_Triangles_VS_OUT CauCube_Triangles_VS(
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| 155 | float4 position : POSITION,
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| 156 | float4 texCoord : TEXCOORD0,
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| 157 | float4 color : COLOR0,
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[2136] | 158 | uniform float WorldSize,
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| 159 | uniform float notUseIntensity,
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[2024] | 160 | uniform float4x4 WorldView,
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| 161 | uniform float4x4 Proj,
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| 162 | uniform float PhotonMapResolution,
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| 163 | uniform sampler2D PhotonHitMap : register(s0))
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| 164 | {
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| 165 | CauCube_Triangles_VS_OUT OUT;
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| 166 |
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| 167 | float4 cPosition;
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| 168 | float pixel = 1.0 / PhotonMapResolution;
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| 169 | float2 uv = float2(position.x, 1.0 - position.y);
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[2136] | 170 | uv += float2(pixel / 2.0,pixel / 2.0);
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[2024] | 171 | float4 pos = tex2Dlod(PhotonHitMap, float4(uv,0,0)).rgba;
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| 172 |
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| 173 | if(pos.a == 0)//no photon hit
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| 174 | {
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| 175 | OUT.color = float4(0,0,0,0);
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[2136] | 176 | OUT.hPosition = float4(1000000, 1000000, 1000000, 1);
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[2024] | 177 | }
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| 178 | else
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| 179 | {
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| 180 | float4 wPosition = float4(normalize(pos.xyz),1);
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| 181 | cPosition = mul(WorldView, wPosition);
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| 182 | OUT.hPosition = mul(Proj, cPosition);
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| 183 |
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| 184 | float intensity = 0.25;
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| 185 |
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| 186 | //read four neighbours
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| 187 | float sumdist = 0;
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| 188 | float dist;
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| 189 | float valids = 0;
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| 190 | float4 pos1 = tex2Dlod(PhotonHitMap, float4(uv + float2(pixel, pixel),0,0));
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| 191 | if(pos1.a != 0)
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| 192 | {
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| 193 | dist = length(pos1.xyz - pos.xyz);
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| 194 | sumdist += dist;
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| 195 | valids++;
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| 196 | }
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| 197 |
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| 198 | float4 pos2 = tex2Dlod(PhotonHitMap, float4(uv + float2(-pixel, pixel),0,0));
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| 199 | if(pos2.a != 0)
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| 200 | {
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| 201 | dist = length(pos2.xyz - pos.xyz);
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| 202 | sumdist += dist;
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| 203 | valids++;
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| 204 | }
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| 205 |
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| 206 | float4 pos3 = tex2Dlod(PhotonHitMap, float4(uv + float2(pixel, -pixel),0,0));
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| 207 | if(pos3.a != 0)
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| 208 | {
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| 209 | dist = length(pos3.xyz - pos.xyz);
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| 210 | sumdist += dist;
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| 211 | valids++;
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| 212 | }
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| 213 |
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| 214 | float4 pos4 = tex2Dlod(PhotonHitMap, float4(uv + float2(-pixel, -pixel),0,0));
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| 215 | if(pos4.a != 0)
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| 216 | {
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| 217 | dist = length(pos4.xyz - pos.xyz);
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| 218 | sumdist += dist;
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| 219 | valids++;
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| 220 | }
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[2136] | 221 |
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| 222 |
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[2024] | 223 | float avrdist = sumdist / valids;
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[2136] | 224 | if(valids == 0) avrdist = WorldSize / 1000.0;
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[2024] | 225 |
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[2136] | 226 | intensity = WorldSize / (avrdist * avrdist * 3.14);
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| 227 | //intensity = 0.8;
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| 228 |
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[2024] | 229 | OUT.color = intensity;
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[2136] | 230 | if(notUseIntensity)
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| 231 | OUT.color = float4(1,1,1,1);
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[2024] | 232 | }
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| 233 |
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| 234 | return OUT;
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| 235 | }
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| 236 |
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| 237 | float4 CauCube_Triangles_PS(CauCube_Triangles_VS_OUT IN,
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| 238 | uniform float4 CausticColor ):COLOR
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| 239 | {
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| 240 | return IN.color * CausticColor;
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| 241 | }
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| 242 |
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| 243 | ///////
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| 244 | /// Caustic gather shaders
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| 245 | //////
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| 246 |
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| 247 | float4 GatherCaustic_Cube_PS(Shaded_OUT IN,
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| 248 | uniform samplerCUBE CauCubeMap : register(s0),
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| 249 | uniform samplerCUBE DistanceCubeMap : register(s1),
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| 250 | uniform float3 cubeMapCameraPosition,
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| 251 | uniform float attenuation):COLOR
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| 252 | {
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| 253 | float4 Color = float4(1,1,1,1);
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| 254 |
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| 255 | float3 dir = IN.wPos - cubeMapCameraPosition;
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| 256 | float4 caustic = texCUBE(CauCubeMap, float3(dir.xy, -dir.z) );
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| 257 | float mydist = length(dir);
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| 258 | float dist = readDistanceCubeMap(DistanceCubeMap, dir);
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| 259 |
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[2301] | 260 | float EPSILON = 1;
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[2024] | 261 |
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[2301] | 262 | //if(mydist > dist + EPSILON) caustic = 0;
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[2054] | 263 |
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| 264 | caustic.rgb *= max(attenuation - mydist, 0.0) / attenuation;
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[2024] | 265 |
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| 266 | Color = caustic;
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[2054] | 267 | Color.a = 1;
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| 268 |
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[2024] | 269 | return Color;
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| 270 | }
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| 271 |
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