[777] | 1 | //metal:
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| 2 | float3 n, k; // R 700 nm, G 550 nm, B 435 nm
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| 3 | float REDUCED_CUBEMAP_SIZE = 4;
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| 4 |
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| 5 | float3 F0;
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| 6 | /*
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| 7 |
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| 8 | if (iWhichMetal == 1) { // copper
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| 9 | n = float3(0.21f, 0.96f, 1.17f);
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| 10 | k = float3(4.16f, 2.57f, 2.32f); }
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| 11 | else if (iWhichMetal == 2) { // gold
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| 12 | n = float3(0.16f, 0.35f, 1.6f);
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| 13 | k = float3(3.98f, 2.71f, 1.92f); }
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| 14 | else if (iWhichMetal == 3) { // silver
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| 15 | n = float3(0.142f, 0.124f, 0.158f);
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| 16 | k = float3(4.52f, 3.33f, 2.32f); }
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| 17 | else if (iWhichMetal == 4) { // alu
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| 18 | n = float3(1.83f, 0.96f, 0.577f);
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| 19 | k = float3(8.31f, 6.69f, 5.288f); }
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| 20 |
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| 21 | */
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| 22 |
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| 23 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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| 24 | {
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| 25 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
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[1094] | 26 | color.a = 1;
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[777] | 27 | return color;
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| 28 | }
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| 29 |
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| 30 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 31 | {
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| 32 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).r;
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[1720] | 33 | if(dist == 0) dist = 1000; ///sky
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[777] | 34 | return dist;
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| 35 | }
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| 36 |
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| 37 |
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[1712] | 38 |
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[1720] | 39 | #define LIN_ITERATIONCOUNT 6
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| 40 | #define LIN_ITERATIONCOUNT_L0 5
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[1712] | 41 | #define LIN_ITERATIONCOUNT_L1 5
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| 42 | #define LIN_ITERATIONCOUNT_L2 3
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| 43 | #define LIN_ITERATIONCOUNT_L3 1
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| 44 | #define SECANT_ITERATIONCOUNT 2
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| 45 |
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| 46 | float3 Hit(float3 x, float3 R, samplerCUBE mp, float cameraDistance = 0)
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[1691] | 47 | {
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[1724] | 48 | return R + 0.000000001 *x;
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[1691] | 49 | R = normalize(R);
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| 50 |
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[1712] | 51 | float3 Ra = abs(R);
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| 52 | float3 xa = abs(x);
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| 53 | float a = max(max(xa.x,xa.y),xa.z) /
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| 54 | max(max(Ra.x,Ra.y),Ra.z);
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[1691] | 55 |
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[1712] | 56 | bool overshoot = false, undershoot = false;
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| 57 | float dp, dl = 0, ppp, llp;
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| 58 | float lR = readDistanceCubeMap(mp, R);
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| 59 | float3 p = R;
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[1699] | 60 |
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[1712] | 61 | /*
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| 62 | if(cameraDistance < 100)
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| 63 | LIN_ITERATIONCOUNT = (float) LIN_ITERATIONCOUNT_L0;
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| 64 | else if(cameraDistance < 200)
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| 65 | LIN_ITERATIONCOUNT = (float) LIN_ITERATIONCOUNT_L1;
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| 66 | else if(cameraDistance < 300)
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| 67 | LIN_ITERATIONCOUNT = (float) LIN_ITERATIONCOUNT_L2;
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| 68 | else
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| 69 | LIN_ITERATIONCOUNT = (float) LIN_ITERATIONCOUNT_L3;
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| 70 | */
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| 71 |
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| 72 | float dt = 1.0 / LIN_ITERATIONCOUNT;
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| 73 |
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[1699] | 74 | //linear iteration
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[1712] | 75 | float t = 0;
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[1720] | 76 | while(t < 1.0 && !overshoot)
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[1691] | 77 | {
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[1720] | 78 | //if(!overshoot)
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| 79 | //{
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[1712] | 80 | dp = a * t / (1 - t);
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| 81 | p = x + R * dp;
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| 82 | float dist = readDistanceCubeMap(mp, p);
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| 83 | if(dist > 0)
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| 84 | {
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| 85 | ppp = length(p) / dist;
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| 86 | if(ppp < 1)
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| 87 | {
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| 88 | dl = dp;
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| 89 | llp = ppp;
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| 90 | undershoot = true;
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| 91 | }
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| 92 | else
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| 93 | {
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| 94 | if (undershoot)
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| 95 | overshoot = true;
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| 96 | }
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| 97 | }
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| 98 | else
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| 99 | undershoot = false;
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[1720] | 100 | //}
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[1712] | 101 | t += dt;
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[1691] | 102 | }
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| 103 |
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[1712] | 104 | if(overshoot)
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[1691] | 105 | {
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[1712] | 106 | float dnew;
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| 107 | for(int i = 0; i < SECANT_ITERATIONCOUNT; i++ )
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[1691] | 108 | {
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[1712] | 109 | dnew = dl + (dp - dl) * (1 - llp) / (ppp - llp);
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| 110 |
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| 111 | p = x + R * dnew;
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| 112 | half pppnew = length(p) / readDistanceCubeMap(mp, p);
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| 113 | if(pppnew < 1)
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| 114 | {
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| 115 | llp = pppnew;
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| 116 | dl = dnew;
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| 117 | }
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| 118 | else
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| 119 | {
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| 120 | ppp = pppnew;
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| 121 | dp = dnew;
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| 122 | }
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| 123 | }
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[1691] | 124 | }
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[1712] | 125 | else
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| 126 | p = float3(0,0,0);
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| 127 |
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| 128 | return p;
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[1691] | 129 | }
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[1720] | 130 | /*
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| 131 |
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| 132 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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[1700] | 133 | {
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[1720] | 134 | //return R + 0.00000000001 * x;
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| 135 | float rl = readDistanceCubeMap( mp, R); // |r|
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[1700] | 136 |
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[1720] | 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 < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
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[1700] | 144 | {
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[1720] | 145 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 146 | if ( llp < 0.999f ) // undershooting
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[1700] | 147 | {
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[1720] | 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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[1700] | 152 | {
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[1720] | 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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[1700] | 157 | }
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[1720] | 158 | return l; // computed hit point
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[1700] | 159 | }
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[1712] | 160 | */
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[777] | 161 |
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[1691] | 162 | /*
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[777] | 163 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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| 164 | {
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| 165 | float rl = readDistanceCubeMap( mp, R); // |r|
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| 166 |
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| 167 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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| 168 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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| 169 | float dl = rl * ( 1 - ppp ); // eq. 2
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| 170 | float3 l = x + R * dl; // ray equation
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| 171 |
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| 172 | // iteration
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[1712] | 173 | for( int i = 0; i < SECANT_ITERATIONCOUNT; i++ )
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[777] | 174 | {
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| 175 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 176 | if ( llp < 0.999f ) // undershooting
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| 177 | {
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| 178 | dun = dl; pun = llp; // last undershooting
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| 179 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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| 180 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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| 181 | } else if ( llp > 1.001f ) // overshooting
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| 182 | {
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| 183 | dov = dl; pov = llp; // last overshooting
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| 184 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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| 185 | }
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| 186 | l = x + R * dl; // ray equation
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| 187 | }
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| 188 | return l; // computed hit point
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| 189 | }
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[1691] | 190 | */
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[777] | 191 |
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| 192 | void LocalizedVS(float4 position : POSITION,
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| 193 | out float3 wPos : TEXCOORD1,
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| 194 | float2 texCoord : TEXCOORD0,
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| 195 | out float2 otexCoord : TEXCOORD0,
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| 196 | float3 normal : NORMAL,
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| 197 | out float3 mNormal : TEXCOORD2,
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| 198 | out float4 hPos : POSITION,
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| 199 | uniform float4x4 worldViewProj,
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[1724] | 200 | uniform float4x4 world,
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| 201 | uniform float4x4 worldI
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| 202 | )
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[777] | 203 | {
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| 204 |
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| 205 | hPos = mul(worldViewProj, position);
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| 206 | wPos = mul(world, position).xyz;
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[1724] | 207 | mNormal = mul(normal, worldI);
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[777] | 208 | otexCoord = texCoord;
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| 209 | }
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| 210 | //////////////
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| 211 | //Localized reflection
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| 212 | //////////////
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| 213 | void LocalizedPS( float2 texCoord : TEXCOORD0,
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| 214 | float3 wPos : TEXCOORD1,
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| 215 | float3 mNormal : TEXCOORD2,
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| 216 | uniform float3 cameraPos,
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| 217 | uniform samplerCUBE CubeMap : register(s0),
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| 218 | uniform samplerCUBE DistanceMap : register(s1),
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| 219 | uniform float3 lastCenter,
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| 220 | uniform float3 lightPosition,
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| 221 | out float4 Color :COLOR0)
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| 222 | {
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| 223 |
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| 224 | Color = float4(1,1,1,1);
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| 225 |
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| 226 | mNormal = normalize(mNormal);
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| 227 | float3 RR, TT;
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| 228 | float3 mPos = wPos - lastCenter;
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| 229 | float3 V = normalize(wPos - cameraPos);
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| 230 | float3 R = /*normalize*/(reflect( V, mNormal));
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| 231 |
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| 232 | float3 T = refract(V, mNormal, 0.9);
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| 233 |
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| 234 | RR = R; TT = T;
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[875] | 235 | //RR += 0.000001 * lastCenter.x;
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[777] | 236 | RR = Hit(mPos, R, DistanceMap);
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| 237 | TT = Hit(mPos, T, DistanceMap);
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| 238 |
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| 239 | float4 reflectcolor = readCubeMap(CubeMap, RR );
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| 240 | float4 refractcolor = readCubeMap(CubeMap, TT );
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| 241 |
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| 242 | float cos_theta = -dot(V, mNormal);
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[1487] | 243 | float sFresnel = 0.1;
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[777] | 244 | float F = (sFresnel + pow(1-cos_theta, 5.0f) * (1-sFresnel));
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| 245 |
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| 246 | float3 L = normalize(lightPosition - wPos);
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| 247 | float3 H = normalize(L+V);
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| 248 | float4 lighting = lit(dot(mNormal, L),dot(mNormal, H), 30);
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| 249 | Color = (F * reflectcolor + (1-F) * refractcolor) + lighting.z;
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| 250 | }
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| 251 |
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| 252 |
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| 253 |
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| 254 | //////////////
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| 255 | //Metal
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| 256 | //////////////
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| 257 | void LocalizedMetalPS( float2 texCoord : TEXCOORD0,
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| 258 | float3 wPos : TEXCOORD1,
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| 259 | float3 mNormal : TEXCOORD2,
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| 260 | uniform float3 cameraPos,
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| 261 | uniform samplerCUBE CubeMap : register(s0),
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| 262 | uniform samplerCUBE DistanceMap : register(s1),
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| 263 | uniform float3 lastCenter,
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| 264 | uniform float3 lightPosition,
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| 265 | out float4 Color :COLOR0)
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| 266 | {
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| 267 |
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| 268 | Color = float4(1,1,1,1);
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| 269 |
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| 270 | mNormal = normalize(mNormal);
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| 271 | float3 newTexCoord;
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| 272 | float3 mPos = wPos - lastCenter;
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[1712] | 273 | float3 V = (wPos - cameraPos);
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| 274 | float cameraDistace = length(V);
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| 275 | V = normalize(V);
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[777] | 276 | float3 R = normalize(reflect( V, mNormal));
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| 277 |
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| 278 | newTexCoord = R;
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| 279 |
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[1720] | 280 | newTexCoord = Hit(mPos, R, DistanceMap);
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| 281 | /*if(dot(newTexCoord,newTexCoord) == 0)
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[1712] | 282 | Color = float4(0.5,0.5,0.5,1);
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[1720] | 283 | else*/
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| 284 | Color = readCubeMap(CubeMap, newTexCoord );
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[777] | 285 |
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| 286 | float ctheta_in = dot(mNormal,R);
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| 287 | float ctheta_out = dot(mNormal,-V);
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| 288 |
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| 289 | float3 F = 0;
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| 290 |
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| 291 | // F,P,G számítása
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| 292 | if ( ctheta_in > 0 && ctheta_out > 0 )
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| 293 | {
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| 294 | float3 H = normalize(R - V); // felezõvektor
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| 295 | float cbeta = dot(H,R);
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| 296 | //F = ( (n-1)*(n-1) + pow(1-cbeta,5) * 4*n + k*k) / ( (n+1)*(n+1) + k*k );
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| 297 | //float3 F0 = ((n-1)*(n-1) + k*k) / ( (n+1)*(n+1) + k*k );
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| 298 | //float3 F1 = float3(1.0f,1.0f,1.0f) - F0;
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| 299 | F = F0 + (1-F0)*pow(1-cbeta,5);
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| 300 | }
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| 301 |
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| 302 | Color = Color * float4(F,1);
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| 303 | }
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| 304 | //////////////
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| 305 | //PhotonMap
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| 306 | //////////////
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| 307 | /*void PhotonMapPS( float2 texCoord : TEXCOORD0,
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| 308 | float3 wPos : TEXCOORD1,
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| 309 | float3 mNormal : TEXCOORD2,
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| 310 | uniform float3 cameraPos,
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| 311 | uniform samplerCUBE UVMap : register(s0),
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| 312 | uniform samplerCUBE DistanceMap : register(s1),
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| 313 | uniform float3 lastCenter,
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| 314 | out float4 Color :COLOR0)
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| 315 | {
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| 316 |
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| 317 | Color = float4(1,1,1,1);
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| 318 |
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| 319 | mNormal = normalize(mNormal);
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| 320 | float3 newTexCoord;
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| 321 | float3 mPos = wPos - lastCenter;
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| 322 | float3 V = normalize(wPos - cameraPos);
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| 323 | float3 R = normalize(reflect( V, mNormal));
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| 324 |
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| 325 | newTexCoord = R;
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| 326 |
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| 327 | newTexCoord = Hit(mPos, R, DistanceMap);
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| 328 |
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| 329 | Color = readCubeMap(UVMap, newTexCoord );
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| 330 | //Color = float4(1,0,0,1);
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| 331 | }*/
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| 332 |
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| 333 | float4 PhotonMapCausticPS( float2 texCoord : TEXCOORD0,
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| 334 | float3 wPos : TEXCOORD1,
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| 335 | float3 mNormal : TEXCOORD2,
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| 336 | uniform float3 cameraPos,
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| 337 | uniform samplerCUBE DistanceMap : register(s0),
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| 338 | uniform float3 lastCenter):COLOR0
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| 339 | {
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| 340 |
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| 341 | float4 Color = float4(1,1,1,1);
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| 342 |
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| 343 | mNormal = normalize(mNormal);
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| 344 | float3 newTexCoord;
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| 345 | float3 mPos = wPos - lastCenter;
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| 346 | float3 V = normalize(wPos - cameraPos);
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| 347 |
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[1487] | 348 | float3 R = refract(V, mNormal, 0.85);
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[777] | 349 | //float3 R = V;
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| 350 | newTexCoord = R;
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| 351 |
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| 352 | newTexCoord = Hit(mPos, R, DistanceMap);
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| 353 |
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[1691] | 354 | Color = float4(newTexCoord, 1);
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[777] | 355 |
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[807] | 356 | //Color = 0.0001 * Color + float4(0,0,1,1);
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| 357 | //Color += 0.0001 * lastCenter.x;
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[777] | 358 | if(dot(V,mNormal)>0)
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| 359 | {
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| 360 | Color = float4(1,0,0,0);
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[807] | 361 | }
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[777] | 362 | return Color;
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| 363 | }
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| 364 |
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| 365 |
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[1060] | 366 |
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[777] | 367 | /////////////////////
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| 368 | ///// Diffuse
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| 369 | ///////////////////
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| 370 |
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| 371 | float4 GetContibution(float3 L, float3 pos, float3 N, float3 V, samplerCUBE SmallEnvMapSampler, samplerCUBE DistanceEnvMapSampler) // Phong-Blinn
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| 372 | // L: a hossza lényeges (az egységkocka faláig ér)
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| 373 | {
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| 374 | REDUCED_CUBEMAP_SIZE = 4;
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| 375 |
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| 376 | float kd = 0.3; // 0.3
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| 377 | float ks = 0; // 0.5
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| 378 | float shininess = 10;
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| 379 |
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| 380 | float l = length(L);
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| 381 | L = normalize(L);
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| 382 |
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| 383 | //dw
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| 384 | float dw = 4 / (REDUCED_CUBEMAP_SIZE*REDUCED_CUBEMAP_SIZE*l*l*l + 4/3.1416f);
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| 385 | //Lin
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| 386 | float4 Lin = readCubeMap(SmallEnvMapSampler, L);
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| 387 | //r
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| 388 | float doy = readDistanceCubeMap(DistanceEnvMapSampler, L);
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| 389 | float dxy = length(L * doy - pos);
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| 390 |
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| 391 | //dws
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| 392 | float dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
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| 393 | //float dws = dw;
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| 394 |
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| 395 | //L = L * doy - pos; // L: x->y, az objektumtól induljon, ne a középpontból
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| 396 | L = normalize(L);
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| 397 | float3 H = normalize(L + V); // felezõvektor
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| 398 |
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| 399 | float a = kd * max(dot(N,L),0) +
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| 400 | ks * pow(max(dot(N,H),0), shininess); // diffuse + specular
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| 401 |
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| 402 | // 1.: eddigi
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| 403 | //return Lin * a * dws;
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| 404 |
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| 405 | float ctheta_in = dot(N,L);
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| 406 | float ctheta_out = dot(N,V);
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| 407 |
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| 408 | return Lin * a * dws;
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| 409 | }
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| 410 |
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| 411 | void DiffuseVS( float4 position : POSITION,
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| 412 | float3 normal : NORMAL,
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| 413 | float2 Tex : TEXCOORD0,
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| 414 | uniform float4x4 worldViewProj,
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| 415 | uniform float4x4 world,
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| 416 | //uniform float3 lastCenter, //LI//
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| 417 | out float4 hposition : POSITION,
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| 418 | out float2 oTex : TEXCOORD0,
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| 419 | out float3 Normal : TEXCOORD1,
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| 420 | out float3 pos : TEXCOORD2 )
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| 421 | {
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| 422 | pos = /*lastCenter + 0.01 * */mul( world, position ).xyz;
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| 423 | Normal = normal;
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| 424 | oTex = Tex;
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| 425 | hposition = mul( worldViewProj, position );
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| 426 | }
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| 427 |
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| 428 |
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| 429 | float4 DiffusePS( float2 Tex : TEXCOORD0,
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| 430 | float3 N : TEXCOORD1,
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| 431 | float3 pos : TEXCOORD2,
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| 432 | uniform float3 cameraPos,
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| 433 | uniform float3 lastCenter, //LI//
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| 434 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
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| 435 | uniform samplerCUBE DistanceEnvMapSampler : register(s1)
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| 436 | ) : COLOR0
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| 437 | {
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| 438 | REDUCED_CUBEMAP_SIZE = 4;
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| 439 |
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| 440 | //V = /*-*/normalize( V );
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| 441 | float3 V = normalize(pos - cameraPos); //
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| 442 | N = normalize( N );
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| 443 | float3 R = reflect(V, N);
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| 444 | pos -= lastCenter;
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| 445 |
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| 446 |
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| 447 | //return float4(N,1);
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| 448 | //return float4(V,1);
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| 449 | //return float4(R,1);
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| 450 |
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| 451 | //return readCubeMap(SmallEnvMapSampler,R);
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| 452 |
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| 453 | //pos.xy += float2(1.0/LIGHT_TEXTURE_SIZE, -1.0/LIGHT_TEXTURE_SIZE); // eltolás a pixel/texel középpontba
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| 454 | // x, y = -1..1
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| 455 | // z = 1
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| 456 |
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| 457 | float4 intens = 0;
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| 458 | /*
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| 459 | intens += GetContibution( R, pos, N, V, SmallEnvMapSampler);
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| 460 | intens = readCubeMap(SmallEnvMapSampler, R);
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| 461 | return intens;*/
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| 462 |
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| 463 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE; x++) // az envmap minden texelére
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| 464 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE; y++)
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| 465 | //int x = 0; // az envmap 1 texelére
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| 466 | //int y = 0;
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| 467 | //if (x==LIGHT_TEXTURE_SIZE/2 && y==LIGHT_TEXTURE_SIZE/2)
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| 468 | {
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| 469 | // intenzitás kiolvasása az adott texelbõl
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| 470 |
|
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| 471 | float2 p, tpos;
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| 472 | tpos.x = x/(float)REDUCED_CUBEMAP_SIZE; // 0..1
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| 473 | tpos.y = y/(float)REDUCED_CUBEMAP_SIZE; // 0..1
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| 474 | tpos.xy += float2(0.5/REDUCED_CUBEMAP_SIZE, 0.5/REDUCED_CUBEMAP_SIZE); // az adott texel középpont uv koordinátái
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| 475 |
|
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| 476 | p.x = tpos.x;
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| 477 | p.y = 1-tpos.y;
|
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| 478 | p.xy = 2*p.xy - 1; // -1..1 // az adott texel középpont pozíciója
|
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| 479 |
|
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| 480 | float3 L;
|
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[1525] | 481 |
|
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[777] | 482 | L = float3(p.x, p.y, 1);
|
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| 483 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
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| 484 |
|
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| 485 | L = float3(p.x, p.y, -1);
|
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| 486 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
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| 487 |
|
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| 488 | L = float3(p.x, 1, p.y);
|
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| 489 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
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| 490 |
|
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| 491 | L = float3(p.x, -1, p.y);
|
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| 492 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
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| 493 |
|
---|
| 494 | L = float3(1, p.x, p.y);
|
---|
| 495 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
---|
| 496 |
|
---|
| 497 | L = float3(-1, p.x, p.y);
|
---|
| 498 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
|
---|
| 499 | }
|
---|
| 500 |
|
---|
[1525] | 501 | return intens;
|
---|
[777] | 502 | } |
---|