[1720] | 1 | float3 F0;
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| 2 |
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| 3 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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| 4 | {
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[1735] | 5 | float4 color = texCUBElod( cm, float4(coord.xy, - coord.z,0) );
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[1720] | 6 | return color;
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| 7 | }
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| 8 |
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| 9 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 10 | {
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[1735] | 11 | float dist = texCUBElod(dcm, float4(coord.xy, - coord.z,0)).a;
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[1720] | 12 | return dist;
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| 13 | }
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| 14 |
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| 15 |
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| 16 |
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[1831] | 17 | #define MAX_LIN_ITERATIONCOUNT 20
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| 18 | #define MIN_LIN_ITERATIONCOUNT 6
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| 19 | #define SECANT_ITERATIONCOUNT 1
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[1724] | 20 |
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| 21 | float Hit(float3 x, float3 R, samplerCUBE mp, out float3 newDir)
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[1720] | 22 | {
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| 23 | R = normalize(R);
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| 24 |
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| 25 | float3 Ra = abs(R);
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| 26 | float3 xa = abs(x);
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| 27 |
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[1735] | 28 | float xm = max(max(xa.x,xa.y),xa.z);
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| 29 | float Rm = max(max(Ra.x,Ra.y),Ra.z);
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| 30 |
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| 31 | float a = xm / Rm;
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| 32 |
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| 33 |
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[1831] | 34 | float dt = length(x / xm - R / Rm) * MAX_LIN_ITERATIONCOUNT;
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| 35 | dt = max(dt, MIN_LIN_ITERATIONCOUNT);
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[1735] | 36 | dt = 1.0 / dt;
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| 37 |
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| 38 |
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[1859] | 39 | bool overshoot = false, undershoot = false;
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[1720] | 40 | float dp, dl = 0, ppp, llp;
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| 41 | float lR = readDistanceCubeMap(mp, R);
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[1724] | 42 | //float3 p = R;
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| 43 | float3 p = 0;
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[1831] | 44 |
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[1720] | 45 | //linear iteration
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[1831] | 46 | float t;
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| 47 | float dist = 0;
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| 48 | /*
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| 49 | t = 0.9999999999999;
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[1735] | 50 | dp = a * t / (1 - t);
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| 51 | p = x + R * dp;
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[1831] | 52 | dist = readDistanceCubeMap(mp, p);
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[1735] | 53 | ppp = length(p) / dist;
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[1831] | 54 | */
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[1862] | 55 | t = 0.01;
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[1735] | 56 |
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[1859] | 57 | while(t <= 1.0 && !overshoot)
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[1720] | 58 | {
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[1724] | 59 | dp = a * t / (1 - t);
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| 60 | p = x + R * dp;
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| 61 | float dist = readDistanceCubeMap(mp, p);
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| 62 | if(dist > 0)
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| 63 | {
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[1862] | 64 | bool us = false;
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| 65 |
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| 66 | ppp = length(p) / dist;
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[1724] | 67 | if(ppp < 1)
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[1862] | 68 | us = true;
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| 69 |
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| 70 | us = !us;
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| 71 |
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| 72 | if(us)
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[1720] | 73 | {
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[1724] | 74 | dl = dp;
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| 75 | llp = ppp;
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| 76 | undershoot = true;
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[1720] | 77 | }
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[1724] | 78 | else
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| 79 | {
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| 80 | if (undershoot)
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| 81 | overshoot = true;
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| 82 | }
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| 83 | }
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[1859] | 84 | else
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[1724] | 85 | undershoot = false;
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| 86 |
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[1720] | 87 | t += dt;
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| 88 | }
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| 89 |
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[1859] | 90 | //if(t >= 1.0 && undershoot && dist)
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| 91 | // overshoot = true;
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[1730] | 92 |
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[1720] | 93 | if(overshoot)
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| 94 | {
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| 95 | float dnew;
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| 96 | for(int i = 0; i < SECANT_ITERATIONCOUNT; i++ )
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| 97 | {
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| 98 | dnew = dl + (dp - dl) * (1 - llp) / (ppp - llp);
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| 99 |
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| 100 | p = x + R * dnew;
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| 101 | half pppnew = length(p) / readDistanceCubeMap(mp, p);
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| 102 | if(pppnew < 1)
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| 103 | {
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| 104 | llp = pppnew;
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| 105 | dl = dnew;
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| 106 | }
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| 107 | else
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| 108 | {
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| 109 | ppp = pppnew;
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| 110 | dp = dnew;
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| 111 | }
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| 112 | }
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| 113 | }
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| 114 | else
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| 115 | p = float3(0,0,0);
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[1724] | 116 |
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| 117 | newDir = p;
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| 118 | return dp;
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[1720] | 119 | }
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[1724] | 120 |
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[1853] | 121 |
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| 122 | float HitOld( float3 x, float3 R, samplerCUBE mp, out float3 newDir )
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[1720] | 123 | {
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[1724] | 124 | //return R + 0.00000000001 * x;
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[1720] | 125 | float rl = readDistanceCubeMap( mp, R); // |r|
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| 126 |
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| 127 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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| 128 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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| 129 | float dl = rl * ( 1 - ppp ); // eq. 2
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| 130 | float3 l = x + R * dl; // ray equation
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| 131 |
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| 132 | // iteration
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[1724] | 133 | for( int i = 0; i < SECANT_ITERATIONCOUNT; i++ )
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[1720] | 134 | {
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| 135 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 136 | if ( llp < 0.999f ) // undershooting
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| 137 | {
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| 138 | dun = dl; pun = llp; // last undershooting
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| 139 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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| 140 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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| 141 | } else if ( llp > 1.001f ) // overshooting
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| 142 | {
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| 143 | dov = dl; pov = llp; // last overshooting
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| 144 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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| 145 | }
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| 146 | l = x + R * dl; // ray equation
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| 147 | }
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[1735] | 148 | newDir = l; // computed hit point
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| 149 |
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| 150 | return dl;
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[1720] | 151 | }
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| 152 |
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[1853] | 153 |
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[1724] | 154 | struct VertOut
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[1720] | 155 | {
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[1724] | 156 | float3 wPos : TEXCOORD1;
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| 157 | float3 cPos : TEXCOORD3;
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| 158 | float2 texCoord : TEXCOORD0;
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| 159 | float3 mNormal : TEXCOORD2;
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| 160 | float4 hPos : POSITION;
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| 161 | };
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[1720] | 162 |
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[1724] | 163 | VertOut DefaultVS(float4 position : POSITION,
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| 164 | float2 texCoord : TEXCOORD0,
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| 165 | float3 normal : NORMAL,
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| 166 | uniform float4x4 worldViewProj,
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| 167 | uniform float4x4 world,
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| 168 | uniform float4x4 worldview,
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| 169 | uniform float4x4 worldI )
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[1720] | 170 | {
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[1724] | 171 | VertOut OUT;
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| 172 | OUT.hPos = mul(worldViewProj, position);
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| 173 | OUT.wPos = mul(world, position).xyz;
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| 174 | OUT.cPos = mul(worldview, position).xyz;
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| 175 | OUT.mNormal = mul(normal, worldI);
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| 176 | //OUT.mNormal = normal;
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| 177 | OUT.texCoord = texCoord;
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| 178 | return OUT;
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[1720] | 179 | }
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| 180 |
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| 181 | //////////////
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| 182 | //Metal
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| 183 | //////////////
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[1854] | 184 | float4 Metal1BouncePS( VertOut IN,
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[1720] | 185 | uniform float3 cameraPos,
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| 186 | uniform samplerCUBE CubeMap : register(s0),
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| 187 | uniform samplerCUBE DistanceMap : register(s1),
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[1854] | 188 | uniform float3 lastCenter):COLOR0
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[1720] | 189 | {
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| 190 |
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[1854] | 191 | float4 Color = float4(1,1,1,1);
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[1720] | 192 |
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[1724] | 193 | IN.mNormal = normalize(IN.mNormal);
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[1720] | 194 | float3 newTexCoord;
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[1724] | 195 | float3 mPos = IN.wPos - lastCenter;
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| 196 | float3 V = (IN.wPos - cameraPos);
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[1720] | 197 | float cameraDistace = length(V);
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| 198 | V = normalize(V);
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[1724] | 199 | float3 R = normalize(reflect( V, IN.mNormal));
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[1720] | 200 |
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[1730] | 201 | newTexCoord = R;
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[1853] | 202 | HitOld(mPos, R, DistanceMap, newTexCoord);
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[1724] | 203 | Color = readCubeMap(CubeMap, newTexCoord );
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[1720] | 204 |
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[1724] | 205 | float ctheta_in = dot(IN.mNormal,R);
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| 206 | float ctheta_out = dot(IN.mNormal,-V);
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[1720] | 207 |
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| 208 | float3 F = 0;
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| 209 |
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| 210 | // F,P,G számítása
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| 211 | if ( ctheta_in > 0 && ctheta_out > 0 )
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| 212 | {
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| 213 | float3 H = normalize(R - V); // felezõvektor
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| 214 | float cbeta = dot(H,R);
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| 215 | F = F0 + (1-F0)*pow(1-cbeta,5);
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| 216 | }
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| 217 |
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[1854] | 218 | Color = Color * float4(F,1);
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| 219 |
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| 220 | return Color;
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[1720] | 221 | }
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[1724] | 222 |
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| 223 |
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| 224 | void MetalMultipleBouncePS( VertOut IN,
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[1720] | 225 | uniform float3 cameraPos,
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[1724] | 226 | uniform samplerCUBE CubeMap : register(s0),
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[1720] | 227 | uniform samplerCUBE DistanceMap : register(s1),
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[1724] | 228 | uniform samplerCUBE NormDistMap1 : register(s2),
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| 229 | uniform samplerCUBE NormDistMap2 : register(s3),
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[1720] | 230 | uniform float3 lastCenter,
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[1854] | 231 | uniform float SingleBounce,
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[1720] | 232 | out float4 Color :COLOR0)
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| 233 | {
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[1862] | 234 | //if(SingleBounce == 1)
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| 235 | // Color = Metal1BouncePS(IN,cameraPos,CubeMap,DistanceMap,lastCenter);
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| 236 | //else
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| 237 | //{
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[1854] | 238 | Color = float4(1,1,1,1);
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[1730] | 239 |
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[1854] | 240 | IN.mNormal = normalize(IN.mNormal);
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| 241 | float3 newTexCoord;
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| 242 | float3 mPos = IN.wPos - lastCenter;
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| 243 | float3 V = (IN.wPos - cameraPos);
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| 244 | float cameraDistace = length(V);
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| 245 | V = normalize(V);
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| 246 | float3 R = normalize(reflect( V, IN.mNormal));
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| 247 | //float3 R = normalize(refract( V, IN.mNormal, 0.98));
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| 248 |
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| 249 | newTexCoord = R;
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[1730] | 250 |
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[1862] | 251 | //Color = readCubeMap(NormDistMap2, mPos );
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[1854] | 252 | //return;
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| 253 |
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| 254 |
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| 255 | float3 newDir1;
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| 256 | float d1 = Hit(mPos, R, NormDistMap1, newDir1);
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[1862] | 257 | float3 normal1 = readCubeMap(NormDistMap1, newDir1).rgb;
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[1859] | 258 | bool valid1 = /*dot(normal1, R) < 0 &&*/ dot(newDir1,newDir1) != 0;
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[1854] | 259 | if(valid1)
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| 260 | newDir1 = 0;
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| 261 | float3 newDir2;
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| 262 | float d2 = Hit(mPos, R, NormDistMap2, newDir2);
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[1862] | 263 | float3 normal2 = readCubeMap(NormDistMap2, newDir2).rgb;
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[1859] | 264 | bool valid2 = /*dot(normal2, R) < 0 &&*/ dot(newDir2,newDir2) != 0;
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[1854] | 265 | if(valid2)
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| 266 | newDir2 = 0;
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| 267 |
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| 268 | if( !valid1 && !valid2)
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[1724] | 269 | {
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[1862] | 270 | // Hit(mPos, R, DistanceMap, newTexCoord);
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| 271 | // Color = readCubeMap(CubeMap, newTexCoord );
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[1854] | 272 | //Color = 1;
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[1724] | 273 | }
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[1854] | 274 | else
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| 275 | {
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| 276 | float d;
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| 277 | float3 newN;
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| 278 |
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| 279 | d = d2;
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| 280 | newN = normal2;
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| 281 |
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| 282 | Color = float4(0,0,1,1);
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| 283 | if( !valid2 || (valid1 && d1 < d2) )
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| 284 | {
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| 285 | d = d1;
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| 286 | newN = normal1;
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| 287 | Color = float4(0,1,0,1);
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| 288 | }
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| 289 |
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| 290 | float3 newV = R;
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| 291 | float3 newX = mPos + R * d;
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| 292 | float3 newR = normalize(reflect( newV, newN));
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| 293 | // float3 newR = normalize(refract( newV, newN, 0.98));
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[1720] | 294 |
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[1854] | 295 | Hit(newX, newR, DistanceMap, newTexCoord);
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| 296 | Color = readCubeMap(CubeMap, newTexCoord );
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| 297 | //Color = float4(newR,1);
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| 298 | //Color = float4(1,0,0,1);
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| 299 | }
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[1831] | 300 |
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[1854] | 301 | /*
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| 302 | return;
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| 303 |
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| 304 | float ctheta_in = dot(IN.mNormal,R);
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| 305 | float ctheta_out = dot(IN.mNormal,-V);
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[1720] | 306 |
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[1854] | 307 | float3 F = 0;
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| 308 |
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| 309 | // F,P,G számítása
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| 310 | if ( ctheta_in > 0 && ctheta_out > 0 )
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| 311 | {
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| 312 | float3 H = normalize(R - V); // felezõvektor
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| 313 | float cbeta = dot(H,R);
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| 314 | F = F0 + (1-F0)*pow(1-cbeta,5);
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| 315 | }
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| 316 |
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| 317 | Color = Color * float4(F,1); */
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[1862] | 318 | //}
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[1720] | 319 | }
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| 320 |
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[1860] | 321 | float4 NormalDistancePS( VertOut IN, uniform float refIndex):COLOR
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[1720] | 322 | {
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[1724] | 323 |
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| 324 | float4 Color = float4(0, 0, 0, 0);
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| 325 | //return Color;
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[1862] | 326 | Color = float4(normalize(IN.mNormal)/* * refIndex*/, length(IN.cPos));
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[1724] | 327 | return Color;
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[1882] | 328 | }
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| 329 |
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| 330 |
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| 331 | float4 DistanceMinMaxPS( VertOut IN, uniform float refIndex):COLOR
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| 332 | {
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| 333 |
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| 334 | float4 Color = float4(0, 0, 0, 0);
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[1929] | 335 | Color = float4(1.0/length(IN.cPos), length(IN.cPos),0,1);
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| 336 | //return 1;
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[1882] | 337 | return Color;
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[1720] | 338 | } |
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