[777] | 1 | //metal:
|
---|
| 2 | float3 n, k; // R 700 nm, G 550 nm, B 435 nm
|
---|
| 3 | float REDUCED_CUBEMAP_SIZE = 4;
|
---|
| 4 |
|
---|
| 5 | float3 F0;
|
---|
| 6 | /*
|
---|
| 7 |
|
---|
| 8 | if (iWhichMetal == 1) { // copper
|
---|
| 9 | n = float3(0.21f, 0.96f, 1.17f);
|
---|
| 10 | k = float3(4.16f, 2.57f, 2.32f); }
|
---|
| 11 | else if (iWhichMetal == 2) { // gold
|
---|
| 12 | n = float3(0.16f, 0.35f, 1.6f);
|
---|
| 13 | k = float3(3.98f, 2.71f, 1.92f); }
|
---|
| 14 | else if (iWhichMetal == 3) { // silver
|
---|
| 15 | n = float3(0.142f, 0.124f, 0.158f);
|
---|
| 16 | k = float3(4.52f, 3.33f, 2.32f); }
|
---|
| 17 | else if (iWhichMetal == 4) { // alu
|
---|
| 18 | n = float3(1.83f, 0.96f, 0.577f);
|
---|
| 19 | k = float3(8.31f, 6.69f, 5.288f); }
|
---|
| 20 |
|
---|
| 21 | */
|
---|
| 22 |
|
---|
| 23 | float4 readCubeMap(samplerCUBE cm, float3 coord)
|
---|
| 24 | {
|
---|
| 25 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
|
---|
[1094] | 26 | color.a = 1;
|
---|
[777] | 27 | return color;
|
---|
| 28 | }
|
---|
| 29 |
|
---|
| 30 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
|
---|
| 31 | {
|
---|
| 32 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).r;
|
---|
[807] | 33 | if(dist == 0) dist = 100000; ///sky
|
---|
[777] | 34 | return dist;
|
---|
| 35 | }
|
---|
| 36 |
|
---|
| 37 | /*
|
---|
| 38 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
|
---|
| 39 | {
|
---|
| 40 |
|
---|
| 41 | float rl = readDistanceCubeMap(mp, R); // |r|
|
---|
| 42 |
|
---|
| 43 | float dp = rl - dot(x, R); // parallax
|
---|
| 44 |
|
---|
| 45 | float3 p = x + R * dp;
|
---|
| 46 | return p;
|
---|
| 47 | }*/
|
---|
| 48 |
|
---|
| 49 |
|
---|
| 50 |
|
---|
| 51 |
|
---|
| 52 | // This function is called several times.
|
---|
| 53 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
|
---|
| 54 | {
|
---|
| 55 | float rl = readDistanceCubeMap( mp, R); // |r|
|
---|
| 56 |
|
---|
| 57 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
|
---|
| 58 | float dun = 0, pun = ppp, dov = 0, pov = 0;
|
---|
| 59 | float dl = rl * ( 1 - ppp ); // eq. 2
|
---|
| 60 | float3 l = x + R * dl; // ray equation
|
---|
| 61 |
|
---|
| 62 | // iteration
|
---|
| 63 | for( int i = 0; i < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
|
---|
| 64 | {
|
---|
| 65 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
|
---|
| 66 | if ( llp < 0.999f ) // undershooting
|
---|
| 67 | {
|
---|
| 68 | dun = dl; pun = llp; // last undershooting
|
---|
| 69 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
|
---|
| 70 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
|
---|
| 71 | } else if ( llp > 1.001f ) // overshooting
|
---|
| 72 | {
|
---|
| 73 | dov = dl; pov = llp; // last overshooting
|
---|
| 74 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
|
---|
| 75 | }
|
---|
| 76 | l = x + R * dl; // ray equation
|
---|
| 77 | }
|
---|
| 78 | return l; // computed hit point
|
---|
| 79 | }
|
---|
| 80 |
|
---|
| 81 | void LocalizedVS(float4 position : POSITION,
|
---|
| 82 | out float3 wPos : TEXCOORD1,
|
---|
| 83 | float2 texCoord : TEXCOORD0,
|
---|
| 84 | out float2 otexCoord : TEXCOORD0,
|
---|
| 85 | float3 normal : NORMAL,
|
---|
| 86 | out float3 mNormal : TEXCOORD2,
|
---|
| 87 | out float4 hPos : POSITION,
|
---|
| 88 | uniform float4x4 worldViewProj,
|
---|
| 89 | uniform float4x4 world)
|
---|
| 90 | {
|
---|
| 91 |
|
---|
| 92 | hPos = mul(worldViewProj, position);
|
---|
| 93 | wPos = mul(world, position).xyz;
|
---|
| 94 | mNormal = normal;
|
---|
| 95 | otexCoord = texCoord;
|
---|
| 96 | }
|
---|
| 97 | //////////////
|
---|
| 98 | //Localized reflection
|
---|
| 99 | //////////////
|
---|
| 100 | void LocalizedPS( float2 texCoord : TEXCOORD0,
|
---|
| 101 | float3 wPos : TEXCOORD1,
|
---|
| 102 | float3 mNormal : TEXCOORD2,
|
---|
| 103 | uniform float3 cameraPos,
|
---|
| 104 | uniform samplerCUBE CubeMap : register(s0),
|
---|
| 105 | uniform samplerCUBE DistanceMap : register(s1),
|
---|
| 106 | uniform float3 lastCenter,
|
---|
| 107 | uniform float3 lightPosition,
|
---|
| 108 | out float4 Color :COLOR0)
|
---|
| 109 | {
|
---|
| 110 |
|
---|
| 111 | Color = float4(1,1,1,1);
|
---|
| 112 |
|
---|
| 113 | mNormal = normalize(mNormal);
|
---|
| 114 | float3 RR, TT;
|
---|
| 115 | float3 mPos = wPos - lastCenter;
|
---|
| 116 | float3 V = normalize(wPos - cameraPos);
|
---|
| 117 | float3 R = /*normalize*/(reflect( V, mNormal));
|
---|
| 118 |
|
---|
| 119 | float3 T = refract(V, mNormal, 0.9);
|
---|
| 120 |
|
---|
| 121 | RR = R; TT = T;
|
---|
[875] | 122 | //RR += 0.000001 * lastCenter.x;
|
---|
[777] | 123 | RR = Hit(mPos, R, DistanceMap);
|
---|
| 124 | TT = Hit(mPos, T, DistanceMap);
|
---|
| 125 |
|
---|
| 126 | float4 reflectcolor = readCubeMap(CubeMap, RR );
|
---|
| 127 | float4 refractcolor = readCubeMap(CubeMap, TT );
|
---|
| 128 |
|
---|
| 129 | float cos_theta = -dot(V, mNormal);
|
---|
[1487] | 130 | float sFresnel = 0.1;
|
---|
[777] | 131 | float F = (sFresnel + pow(1-cos_theta, 5.0f) * (1-sFresnel));
|
---|
| 132 |
|
---|
| 133 | float3 L = normalize(lightPosition - wPos);
|
---|
| 134 | float3 H = normalize(L+V);
|
---|
| 135 | float4 lighting = lit(dot(mNormal, L),dot(mNormal, H), 30);
|
---|
| 136 | Color = (F * reflectcolor + (1-F) * refractcolor) + lighting.z;
|
---|
| 137 | }
|
---|
| 138 |
|
---|
| 139 |
|
---|
| 140 |
|
---|
| 141 | //////////////
|
---|
| 142 | //Metal
|
---|
| 143 | //////////////
|
---|
| 144 | void LocalizedMetalPS( float2 texCoord : TEXCOORD0,
|
---|
| 145 | float3 wPos : TEXCOORD1,
|
---|
| 146 | float3 mNormal : TEXCOORD2,
|
---|
| 147 | uniform float3 cameraPos,
|
---|
| 148 | uniform samplerCUBE CubeMap : register(s0),
|
---|
| 149 | uniform samplerCUBE DistanceMap : register(s1),
|
---|
| 150 | uniform float3 lastCenter,
|
---|
| 151 | uniform float3 lightPosition,
|
---|
| 152 | out float4 Color :COLOR0)
|
---|
| 153 | {
|
---|
| 154 |
|
---|
| 155 | Color = float4(1,1,1,1);
|
---|
| 156 |
|
---|
| 157 | mNormal = normalize(mNormal);
|
---|
| 158 | float3 newTexCoord;
|
---|
| 159 | float3 mPos = wPos - lastCenter;
|
---|
| 160 | float3 V = normalize(wPos - cameraPos);
|
---|
| 161 | float3 R = normalize(reflect( V, mNormal));
|
---|
| 162 |
|
---|
| 163 | newTexCoord = R;
|
---|
| 164 |
|
---|
| 165 | //newTexCoord = Hit(mPos, R, DistanceMap);
|
---|
| 166 |
|
---|
| 167 | Color = readCubeMap(CubeMap, newTexCoord ) + lastCenter.x*0.000001;
|
---|
| 168 |
|
---|
| 169 | float ctheta_in = dot(mNormal,R);
|
---|
| 170 | float ctheta_out = dot(mNormal,-V);
|
---|
| 171 |
|
---|
| 172 | float3 F = 0;
|
---|
| 173 |
|
---|
| 174 | // F,P,G számítása
|
---|
| 175 | if ( ctheta_in > 0 && ctheta_out > 0 )
|
---|
| 176 | {
|
---|
| 177 | float3 H = normalize(R - V); // felezõvektor
|
---|
| 178 | float cbeta = dot(H,R);
|
---|
| 179 | //F = ( (n-1)*(n-1) + pow(1-cbeta,5) * 4*n + k*k) / ( (n+1)*(n+1) + k*k );
|
---|
| 180 | //float3 F0 = ((n-1)*(n-1) + k*k) / ( (n+1)*(n+1) + k*k );
|
---|
| 181 | //float3 F1 = float3(1.0f,1.0f,1.0f) - F0;
|
---|
| 182 | F = F0 + (1-F0)*pow(1-cbeta,5);
|
---|
| 183 | }
|
---|
| 184 |
|
---|
| 185 | Color = Color * float4(F,1);
|
---|
| 186 | }
|
---|
| 187 | //////////////
|
---|
| 188 | //PhotonMap
|
---|
| 189 | //////////////
|
---|
| 190 | /*void PhotonMapPS( float2 texCoord : TEXCOORD0,
|
---|
| 191 | float3 wPos : TEXCOORD1,
|
---|
| 192 | float3 mNormal : TEXCOORD2,
|
---|
| 193 | uniform float3 cameraPos,
|
---|
| 194 | uniform samplerCUBE UVMap : register(s0),
|
---|
| 195 | uniform samplerCUBE DistanceMap : register(s1),
|
---|
| 196 | uniform float3 lastCenter,
|
---|
| 197 | out float4 Color :COLOR0)
|
---|
| 198 | {
|
---|
| 199 |
|
---|
| 200 | Color = float4(1,1,1,1);
|
---|
| 201 |
|
---|
| 202 | mNormal = normalize(mNormal);
|
---|
| 203 | float3 newTexCoord;
|
---|
| 204 | float3 mPos = wPos - lastCenter;
|
---|
| 205 | float3 V = normalize(wPos - cameraPos);
|
---|
| 206 | float3 R = normalize(reflect( V, mNormal));
|
---|
| 207 |
|
---|
| 208 | newTexCoord = R;
|
---|
| 209 |
|
---|
| 210 | newTexCoord = Hit(mPos, R, DistanceMap);
|
---|
| 211 |
|
---|
| 212 | Color = readCubeMap(UVMap, newTexCoord );
|
---|
| 213 | //Color = float4(1,0,0,1);
|
---|
| 214 | }*/
|
---|
| 215 |
|
---|
| 216 | float4 PhotonMapCausticPS( float2 texCoord : TEXCOORD0,
|
---|
| 217 | float3 wPos : TEXCOORD1,
|
---|
| 218 | float3 mNormal : TEXCOORD2,
|
---|
| 219 | uniform float3 cameraPos,
|
---|
| 220 | uniform samplerCUBE DistanceMap : register(s0),
|
---|
| 221 | uniform float3 lastCenter):COLOR0
|
---|
| 222 | {
|
---|
| 223 |
|
---|
| 224 | float4 Color = float4(1,1,1,1);
|
---|
| 225 |
|
---|
| 226 | mNormal = normalize(mNormal);
|
---|
| 227 | float3 newTexCoord;
|
---|
| 228 | float3 mPos = wPos - lastCenter;
|
---|
| 229 | float3 V = normalize(wPos - cameraPos);
|
---|
| 230 |
|
---|
[1487] | 231 | float3 R = refract(V, mNormal, 0.85);
|
---|
[777] | 232 | //float3 R = V;
|
---|
| 233 | newTexCoord = R;
|
---|
| 234 |
|
---|
| 235 | newTexCoord = Hit(mPos, R, DistanceMap);
|
---|
| 236 |
|
---|
| 237 | Color = float4(normalize(newTexCoord),1);
|
---|
| 238 |
|
---|
[807] | 239 | //Color = 0.0001 * Color + float4(0,0,1,1);
|
---|
| 240 | //Color += 0.0001 * lastCenter.x;
|
---|
[777] | 241 | if(dot(V,mNormal)>0)
|
---|
| 242 | {
|
---|
| 243 | Color = float4(1,0,0,0);
|
---|
[807] | 244 | }
|
---|
[777] | 245 | return Color;
|
---|
| 246 | }
|
---|
| 247 |
|
---|
| 248 |
|
---|
[1060] | 249 |
|
---|
[777] | 250 | /////////////////////
|
---|
| 251 | ///// Diffuse
|
---|
| 252 | ///////////////////
|
---|
| 253 |
|
---|
| 254 | float4 GetContibution(float3 L, float3 pos, float3 N, float3 V, samplerCUBE SmallEnvMapSampler, samplerCUBE DistanceEnvMapSampler) // Phong-Blinn
|
---|
| 255 | // L: a hossza lényeges (az egységkocka faláig ér)
|
---|
| 256 | {
|
---|
| 257 | REDUCED_CUBEMAP_SIZE = 4;
|
---|
| 258 |
|
---|
| 259 | float kd = 0.3; // 0.3
|
---|
| 260 | float ks = 0; // 0.5
|
---|
| 261 | float shininess = 10;
|
---|
| 262 |
|
---|
| 263 | float l = length(L);
|
---|
| 264 | L = normalize(L);
|
---|
| 265 |
|
---|
| 266 | //dw
|
---|
| 267 | float dw = 4 / (REDUCED_CUBEMAP_SIZE*REDUCED_CUBEMAP_SIZE*l*l*l + 4/3.1416f);
|
---|
| 268 | //Lin
|
---|
| 269 | float4 Lin = readCubeMap(SmallEnvMapSampler, L);
|
---|
| 270 | //r
|
---|
| 271 | float doy = readDistanceCubeMap(DistanceEnvMapSampler, L);
|
---|
| 272 | float dxy = length(L * doy - pos);
|
---|
| 273 |
|
---|
| 274 | //dws
|
---|
| 275 | float dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
|
---|
| 276 | //float dws = dw;
|
---|
| 277 |
|
---|
| 278 | //L = L * doy - pos; // L: x->y, az objektumtól induljon, ne a középpontból
|
---|
| 279 | L = normalize(L);
|
---|
| 280 | float3 H = normalize(L + V); // felezõvektor
|
---|
| 281 |
|
---|
| 282 | float a = kd * max(dot(N,L),0) +
|
---|
| 283 | ks * pow(max(dot(N,H),0), shininess); // diffuse + specular
|
---|
| 284 |
|
---|
| 285 | // 1.: eddigi
|
---|
| 286 | //return Lin * a * dws;
|
---|
| 287 |
|
---|
| 288 | float ctheta_in = dot(N,L);
|
---|
| 289 | float ctheta_out = dot(N,V);
|
---|
| 290 |
|
---|
| 291 | return Lin * a * dws;
|
---|
| 292 | }
|
---|
| 293 |
|
---|
| 294 | void DiffuseVS( float4 position : POSITION,
|
---|
| 295 | float3 normal : NORMAL,
|
---|
| 296 | float2 Tex : TEXCOORD0,
|
---|
| 297 | uniform float4x4 worldViewProj,
|
---|
| 298 | uniform float4x4 world,
|
---|
| 299 | //uniform float3 lastCenter, //LI//
|
---|
| 300 | out float4 hposition : POSITION,
|
---|
| 301 | out float2 oTex : TEXCOORD0,
|
---|
| 302 | out float3 Normal : TEXCOORD1,
|
---|
| 303 | out float3 pos : TEXCOORD2 )
|
---|
| 304 | {
|
---|
| 305 | pos = /*lastCenter + 0.01 * */mul( world, position ).xyz;
|
---|
| 306 | Normal = normal;
|
---|
| 307 | oTex = Tex;
|
---|
| 308 | hposition = mul( worldViewProj, position );
|
---|
| 309 | }
|
---|
| 310 |
|
---|
| 311 |
|
---|
| 312 | float4 DiffusePS( float2 Tex : TEXCOORD0,
|
---|
| 313 | float3 N : TEXCOORD1,
|
---|
| 314 | float3 pos : TEXCOORD2,
|
---|
| 315 | uniform float3 cameraPos,
|
---|
| 316 | uniform float3 lastCenter, //LI//
|
---|
| 317 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
|
---|
| 318 | uniform samplerCUBE DistanceEnvMapSampler : register(s1)
|
---|
| 319 | ) : COLOR0
|
---|
| 320 | {
|
---|
| 321 | REDUCED_CUBEMAP_SIZE = 4;
|
---|
| 322 |
|
---|
| 323 | //V = /*-*/normalize( V );
|
---|
| 324 | float3 V = normalize(pos - cameraPos); //
|
---|
| 325 | N = normalize( N );
|
---|
| 326 | float3 R = reflect(V, N);
|
---|
| 327 | pos -= lastCenter;
|
---|
| 328 |
|
---|
| 329 |
|
---|
| 330 | //return float4(N,1);
|
---|
| 331 | //return float4(V,1);
|
---|
| 332 | //return float4(R,1);
|
---|
| 333 |
|
---|
| 334 | //return readCubeMap(SmallEnvMapSampler,R);
|
---|
| 335 |
|
---|
| 336 | //pos.xy += float2(1.0/LIGHT_TEXTURE_SIZE, -1.0/LIGHT_TEXTURE_SIZE); // eltolás a pixel/texel középpontba
|
---|
| 337 | // x, y = -1..1
|
---|
| 338 | // z = 1
|
---|
| 339 |
|
---|
| 340 | float4 intens = 0;
|
---|
| 341 | /*
|
---|
| 342 | intens += GetContibution( R, pos, N, V, SmallEnvMapSampler);
|
---|
| 343 | intens = readCubeMap(SmallEnvMapSampler, R);
|
---|
| 344 | return intens;*/
|
---|
| 345 |
|
---|
| 346 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE; x++) // az envmap minden texelére
|
---|
| 347 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE; y++)
|
---|
| 348 | //int x = 0; // az envmap 1 texelére
|
---|
| 349 | //int y = 0;
|
---|
| 350 | //if (x==LIGHT_TEXTURE_SIZE/2 && y==LIGHT_TEXTURE_SIZE/2)
|
---|
| 351 | {
|
---|
| 352 | // intenzitás kiolvasása az adott texelbõl
|
---|
| 353 |
|
---|
| 354 | float2 p, tpos;
|
---|
| 355 | tpos.x = x/(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
| 356 | tpos.y = y/(float)REDUCED_CUBEMAP_SIZE; // 0..1
|
---|
| 357 | tpos.xy += float2(0.5/REDUCED_CUBEMAP_SIZE, 0.5/REDUCED_CUBEMAP_SIZE); // az adott texel középpont uv koordinátái
|
---|
| 358 |
|
---|
| 359 | p.x = tpos.x;
|
---|
| 360 | p.y = 1-tpos.y;
|
---|
| 361 | p.xy = 2*p.xy - 1; // -1..1 // az adott texel középpont pozíciója
|
---|
| 362 |
|
---|
| 363 | float3 L;
|
---|
| 364 |
|
---|
| 365 | L = float3(p.x, p.y, 1);
|
---|
| 366 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
---|
| 367 |
|
---|
| 368 | L = float3(p.x, p.y, -1);
|
---|
| 369 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
---|
| 370 |
|
---|
| 371 | L = float3(p.x, 1, p.y);
|
---|
| 372 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
---|
| 373 |
|
---|
| 374 | L = float3(p.x, -1, p.y);
|
---|
| 375 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
---|
| 376 |
|
---|
| 377 | L = float3(1, p.x, p.y);
|
---|
| 378 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
---|
| 379 |
|
---|
| 380 | L = float3(-1, p.x, p.y);
|
---|
| 381 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
---|
| 382 | }
|
---|
| 383 |
|
---|
| 384 | return intens+0.0001*lastCenter.x;
|
---|
| 385 | } |
---|