[2040] | 1 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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| 2 | {
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| 3 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
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| 4 | color.a = 1;
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| 5 | return color;
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| 6 | }
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| 7 |
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| 8 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 9 | {
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[2266] | 10 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).a;
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[2040] | 11 | if(dist == 0) dist = 1000; ///sky
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| 12 | return dist;
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| 13 | }
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| 14 |
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| 15 | #define SECANT_ITERATIONCOUNT 2
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| 16 |
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| 17 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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| 18 | {
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| 19 | float rl = readDistanceCubeMap( mp, R); // |r|
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| 20 |
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| 21 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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| 22 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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| 23 | float dl = rl * ( 1 - ppp ); // eq. 2
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| 24 | float3 l = x + R * dl; // ray equation
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| 25 |
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| 26 | // iteration
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[2054] | 27 | for( int i = 0; i < SECANT_ITERATIONCOUNT ; i++ )
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[2040] | 28 | {
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| 29 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 30 | if ( llp < 0.999f ) // undershooting
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| 31 | {
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| 32 | dun = dl; pun = llp; // last undershooting
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| 33 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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| 34 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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| 35 | } else if ( llp > 1.001f ) // overshooting
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| 36 | {
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| 37 | dov = dl; pov = llp; // last overshooting
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| 38 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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| 39 | }
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| 40 | l = x + R * dl; // ray equation
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| 41 | }
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| 42 | return l; // computed hit point
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| 43 | }
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| 44 |
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[2054] | 45 |
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| 46 | struct Shaded_OUT
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[2040] | 47 | {
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| 48 | float4 vPos : POSITION;
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[2054] | 49 | float4 wNormal : TEXCOORD0;
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| 50 | float4 wPos : TEXCOORD1;
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[2040] | 51 | };
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| 52 |
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[2054] | 53 |
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| 54 | float4 EnvMap_Default_PS(Shaded_OUT IN,
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[2040] | 55 | uniform samplerCUBE CubeMap : register(s0),
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| 56 | uniform float3 cameraPos) : COLOR0
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| 57 | {
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| 58 | float3 N = normalize(IN.wNormal.xyz);
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| 59 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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| 60 | float3 R = reflect( V, N);
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| 61 |
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| 62 | return readCubeMap(CubeMap, R );
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| 63 | }
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| 64 |
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[2054] | 65 | float4 EnvMap_Localized_Reflection_PS( Shaded_OUT IN,
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[2040] | 66 | uniform samplerCUBE CubeMap : register(s0),
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| 67 | uniform samplerCUBE DistanceMap : register(s1),
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| 68 | uniform float3 cameraPos,
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| 69 | uniform float3 lastCenter,
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| 70 | uniform float sFresnel,
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| 71 | uniform float sRefraction ) :COLOR0
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| 72 | {
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| 73 | float3 N = normalize(IN.wNormal.xyz);
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| 74 | float3 RR;
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| 75 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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| 76 | float3 cubePos = IN.wPos.xyz - lastCenter;
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| 77 | float3 R = reflect( V, N);
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| 78 |
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| 79 | RR = R;
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| 80 | RR = Hit(cubePos, R, DistanceMap);
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| 81 |
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| 82 | return readCubeMap(CubeMap, RR );
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| 83 | }
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| 84 |
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[2054] | 85 | float4 EnvMap_Localized_Refraction_PS( Shaded_OUT IN,
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[2040] | 86 | uniform samplerCUBE CubeMap : register(s0),
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| 87 | uniform samplerCUBE DistanceMap : register(s1),
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| 88 | uniform float3 cameraPos,
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| 89 | uniform float3 lastCenter,
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| 90 | uniform float sFresnel,
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| 91 | uniform float sRefraction ) :COLOR0
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| 92 | {
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| 93 | float3 N = normalize(IN.wNormal.xyz);
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| 94 | float3 RR, TT;
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| 95 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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| 96 | float3 cubePos = IN.wPos.xyz - lastCenter;
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| 97 | float3 R = reflect( V, N);
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| 98 | float3 T = refract(V, N, sRefraction);
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[2266] | 99 |
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[2175] | 100 | RR = R; TT = T;
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[2040] | 101 | RR = Hit(cubePos, R, DistanceMap);
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| 102 | TT = Hit(cubePos, T, DistanceMap);
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| 103 |
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| 104 | float4 reflectcolor = readCubeMap(CubeMap, RR );
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| 105 | float4 refractcolor = readCubeMap(CubeMap, TT );
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| 106 |
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| 107 | float cos_theta = -dot(V, N);
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| 108 | float F = (sFresnel + pow(1 - cos_theta, 5.0f) * (1 - sFresnel));
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| 109 |
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| 110 | return (F * reflectcolor + (1 - F) * refractcolor);
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| 111 | }
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| 112 |
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| 113 |
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[2054] | 114 | float4 EnvMap_LocalizedMetal_PS( Shaded_OUT IN,
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[2040] | 115 | uniform samplerCUBE CubeMap : register(s0),
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| 116 | uniform samplerCUBE DistanceMap : register(s1),
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| 117 | uniform float3 cameraPos,
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| 118 | uniform float3 lastCenter,
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| 119 | uniform float3 F0 ):COLOR0
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| 120 | {
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| 121 | float4 Color;
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| 122 | float3 N = normalize(IN.wNormal.xyz);
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| 123 | float3 RR;
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| 124 | float3 V = normalize(IN.wPos.xyz - cameraPos);
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| 125 | float3 cubePos = IN.wPos.xyz - lastCenter;
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| 126 | float3 R = reflect( V, N);
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| 127 |
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| 128 | RR = R;
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| 129 | RR = Hit(cubePos, R, DistanceMap);
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[2409] | 130 | Color = readCubeMap(CubeMap, RR);
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[2266] | 131 | //Color = readDistanceCubeMap(DistanceMap, cubePos)/300.0;
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| 132 | //return Color;
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[2040] | 133 |
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| 134 | float ctheta_in = dot(N, R);
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| 135 | float ctheta_out = dot(N, -V);
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| 136 |
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| 137 | float3 F = 0;
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| 138 |
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| 139 | // compute F,P,G
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| 140 | //if ( ctheta_in > 0 && ctheta_out > 0 )
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| 141 | {
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| 142 | float3 H = normalize(R - V); // felezõvektor
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| 143 | float cbeta = dot(H,R);
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| 144 | //F = ( (n-1)*(n-1) + pow(1-cbeta,5) * 4*n + k*k) / ( (n+1)*(n+1) + k*k );
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| 145 | //float3 F0 = ((n-1)*(n-1) + k*k) / ( (n+1)*(n+1) + k*k );
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| 146 | //float3 F1 = float3(1.0f,1.0f,1.0f) - F0;
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| 147 | F = F0 + (1 - F0) * pow(1 - cbeta, 5);
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| 148 | }
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| 149 |
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| 150 | return Color * float4(F,1);
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| 151 | }
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