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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26 | color.a = 1;
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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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33 | if(dist == 0) dist = 1000; ///sky
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34 | return dist;
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35 | }
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36 |
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37 |
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38 |
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39 | #define LIN_ITERATIONCOUNT 6
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40 | #define LIN_ITERATIONCOUNT_L0 5
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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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47 | {
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48 | return R + 0.000000001 *x;
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49 | R = normalize(R);
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50 |
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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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55 |
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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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60 |
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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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74 | //linear iteration
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75 | float t = 0;
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76 | while(t < 1.0 && !overshoot)
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77 | {
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78 | //if(!overshoot)
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79 | //{
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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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100 | //}
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101 | t += dt;
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102 | }
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103 |
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104 | if(overshoot)
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105 | {
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106 | float dnew;
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107 | for(int i = 0; i < SECANT_ITERATIONCOUNT; i++ )
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108 | {
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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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124 | }
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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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129 | }
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130 | /*
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131 |
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132 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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133 | {
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134 | //return R + 0.00000000001 * x;
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135 | float rl = readDistanceCubeMap( mp, R); // |r|
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136 |
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137 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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138 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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139 | float dl = rl * ( 1 - ppp ); // eq. 2
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140 | float3 l = x + R * dl; // ray equation
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141 |
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142 | // iteration
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143 | for( int i = 0; i < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
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144 | {
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145 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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146 | if ( llp < 0.999f ) // undershooting
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147 | {
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148 | dun = dl; pun = llp; // last undershooting
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149 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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150 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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151 | } else if ( llp > 1.001f ) // overshooting
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152 | {
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153 | dov = dl; pov = llp; // last overshooting
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154 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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155 | }
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156 | l = x + R * dl; // ray equation
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157 | }
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158 | return l; // computed hit point
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159 | }
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160 | */
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161 |
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162 | /*
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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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173 | for( int i = 0; i < SECANT_ITERATIONCOUNT; i++ )
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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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190 | */
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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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200 | uniform float4x4 world,
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201 | uniform float4x4 worldI
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202 | )
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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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207 | mNormal = mul(normal, worldI);
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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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235 | //RR += 0.000001 * lastCenter.x;
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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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243 | float sFresnel = 0.1;
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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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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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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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280 | newTexCoord = Hit(mPos, R, DistanceMap);
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281 | /*if(dot(newTexCoord,newTexCoord) == 0)
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282 | Color = float4(0.5,0.5,0.5,1);
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283 | else*/
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284 | Color = readCubeMap(CubeMap, newTexCoord );
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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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348 | float3 R = refract(V, mNormal, 0.85);
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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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354 | Color = float4(newTexCoord, 1);
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355 |
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356 | //Color = 0.0001 * Color + float4(0,0,1,1);
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357 | //Color += 0.0001 * lastCenter.x;
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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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361 | }
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362 | return Color;
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363 | }
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364 |
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365 |
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366 |
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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
|
---|
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 |
|
---|
402 | // 1.: eddigi
|
---|
403 | //return Lin * a * dws;
|
---|
404 |
|
---|
405 | float ctheta_in = dot(N,L);
|
---|
406 | float ctheta_out = dot(N,V);
|
---|
407 |
|
---|
408 | return Lin * a * dws;
|
---|
409 | }
|
---|
410 |
|
---|
411 | void DiffuseVS( float4 position : POSITION,
|
---|
412 | float3 normal : NORMAL,
|
---|
413 | float2 Tex : TEXCOORD0,
|
---|
414 | uniform float4x4 worldViewProj,
|
---|
415 | uniform float4x4 world,
|
---|
416 | //uniform float3 lastCenter, //LI//
|
---|
417 | out float4 hposition : POSITION,
|
---|
418 | out float2 oTex : TEXCOORD0,
|
---|
419 | out float3 Normal : TEXCOORD1,
|
---|
420 | out float3 pos : TEXCOORD2 )
|
---|
421 | {
|
---|
422 | pos = /*lastCenter + 0.01 * */mul( world, position ).xyz;
|
---|
423 | Normal = normal;
|
---|
424 | oTex = Tex;
|
---|
425 | hposition = mul( worldViewProj, position );
|
---|
426 | }
|
---|
427 |
|
---|
428 |
|
---|
429 | float4 DiffusePS( float2 Tex : TEXCOORD0,
|
---|
430 | float3 N : TEXCOORD1,
|
---|
431 | float3 pos : TEXCOORD2,
|
---|
432 | uniform float3 cameraPos,
|
---|
433 | uniform float3 lastCenter, //LI//
|
---|
434 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
|
---|
435 | uniform samplerCUBE DistanceEnvMapSampler : register(s1)
|
---|
436 | ) : COLOR0
|
---|
437 | {
|
---|
438 | REDUCED_CUBEMAP_SIZE = 4;
|
---|
439 |
|
---|
440 | //V = /*-*/normalize( V );
|
---|
441 | float3 V = normalize(pos - cameraPos); //
|
---|
442 | N = normalize( N );
|
---|
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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481 |
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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 |
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494 | L = float3(1, p.x, p.y);
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495 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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496 |
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497 | L = float3(-1, p.x, p.y);
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498 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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499 | }
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500 |
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501 | return intens;
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502 | } |
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