[1859] | 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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| 5 | float4 color = texCUBElod( cm, float4(coord.xy, - coord.z,0) );
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| 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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| 11 | float dist = texCUBElod(dcm, float4(coord.xy, - coord.z,0)).a;
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| 12 | return dist;
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| 13 | }
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| 14 |
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| 15 | #define MAX_LIN_ITERATIONCOUNT 20
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| 16 | #define MIN_LIN_ITERATIONCOUNT 6
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| 17 | #define SECANT_ITERATIONCOUNT 1
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| 18 | #define MAX_RAY_DEPTH 2
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| 19 |
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| 20 | void linearSearch( float3 x, float3 R, float3 N, samplerCUBE mp,
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| 21 | out float3 p,
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| 22 | out float dl,
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| 23 | out float dp,
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| 24 | out float llp,
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| 25 | out float ppp)
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| 26 | {
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| 27 | float3 Ra = abs(R), xa = abs(x);
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| 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 | float a = xm / Rm;
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| 31 |
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| 32 | bool undershoot = true, overshoot = false;
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| 33 |
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| 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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| 36 | dt = 1.0 / dt;
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| 37 |
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| 38 | float t = dt;
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| 39 | float pa;
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| 40 | bool first = true;
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| 41 | //Linear iteration
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| 42 | while(t <= 1.0 && !overshoot)
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| 43 | {
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| 44 | dp = a * t / (1 - t);
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| 45 | p = x + R * dp;
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| 46 | pa = readDistanceCubeMap(mp, p);
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| 47 | if(pa > 0)
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| 48 | {
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| 49 | ppp = length(p) / pa;
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| 50 | if(ppp < 1)
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| 51 | {
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| 52 | dl = dp;
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| 53 | llp = ppp;
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| 54 | undershoot = true;
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| 55 | }
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| 56 | else if(undershoot)
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| 57 | overshoot = true;
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| 58 | }
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| 59 | else
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| 60 | undershoot = false;
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| 61 | t += dt;
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| 62 | }
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| 63 |
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| 64 | if(!overshoot)
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| 65 | p = float3(0,0,0);
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| 66 | else if(t == 2 * dt)
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| 67 | {
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| 68 | float3 hitp = pa * normalize(p);
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| 69 | if(dot(normalize(hitp - x), N) < 0.1f)
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| 70 | p = float3(0,0,0);
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| 71 | }
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| 72 | }
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| 73 |
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| 74 | void secantSearch(float3 x, float3 R, samplerCUBE mp,
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| 75 | float dl,
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| 76 | float dp,
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| 77 | float llp,
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| 78 | float ppp,
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| 79 | out float3 p)
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| 80 | {
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| 81 | for(int i= 0; i < SECANT_ITERATIONCOUNT; i++)
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| 82 | {
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| 83 | float dnew;
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| 84 | dnew = dl + (dp - dl) * (1 - llp) / (ppp - llp);
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| 85 | p = x + R * dnew;
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| 86 | half pppnew = length(p) / readDistanceCubeMap(mp, p);
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| 87 | if(pppnew < 1)
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| 88 | {
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| 89 | llp = pppnew;
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| 90 | dl = dnew;
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| 91 | }
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| 92 | else
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| 93 | {
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| 94 | ppp = pppnew;
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| 95 | dp = dnew;
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| 96 | }
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| 97 | }
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| 98 | }
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| 99 |
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| 100 | float3 Hit(float3 x, float3 R, float3 N,
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| 101 | samplerCUBE mp1,
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| 102 | samplerCUBE mp2,
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| 103 | samplerCUBE mp3Color,
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| 104 | samplerCUBE mp3Dist,
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| 105 | out float4 Il, out float3 Nl)
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| 106 | {
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| 107 | float dl1 = 0, dp1, llp1, ppp1;
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| 108 | float3 p1;
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| 109 | linearSearch(x, R, N, mp1, p1, dl1, dp1, llp1, ppp1);
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| 110 | float dl2 = 0, dp2, llp2, ppp2;
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| 111 | float3 p2;
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| 112 | linearSearch(x, R, N, mp2, p2, dl2, dp2, llp2, ppp2);
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| 113 |
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| 114 | bool valid1 = dot(p1,p1) != 0;
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| 115 | bool valid2 = dot(p2,p2) != 0;
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| 116 |
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| 117 | float dl, dp, llp, ppp;
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| 118 | float3 p;
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| 119 |
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| 120 | if(!valid1 && ! valid2)
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| 121 | {
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| 122 | linearSearch(x, R, N, mp3Dist, p, dl, dp, llp, ppp);
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| 123 | Il.a = 1;
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| 124 | secantSearch(x, R, mp3Dist, dl, dp, llp, ppp, p);
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| 125 | Il.rgb = Nl.rgb = readCubeMap(mp3Color, p).rgb;
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| 126 | }
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| 127 | else
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| 128 | {
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| 129 | if( !valid2 || (valid1 && dp1 < dp2))
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| 130 | {
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| 131 | secantSearch(x, R, mp1, dl1, dp1, llp1, ppp1, p1);
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| 132 | Il.rgb = Nl.rgb = readCubeMap(mp1, p1).rgb;
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| 133 | p = p1;
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| 134 | }
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| 135 | else
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| 136 | {
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| 137 | secantSearch(x, R, mp2, dl2, dp2, llp2, ppp2, p2);
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| 138 | Il.rgb = Nl.rgb = readCubeMap(mp2, p2).rgb;
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| 139 | p = p2;
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| 140 | }
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| 141 | Il.a = 0;
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| 142 | }
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| 143 |
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| 144 | return p;
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| 145 | }
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| 146 |
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| 147 | struct VertOut
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| 148 | {
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| 149 | float3 wPos : TEXCOORD1;
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| 150 | float3 cPos : TEXCOORD3;
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| 151 | float2 texCoord : TEXCOORD0;
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| 152 | float3 mNormal : TEXCOORD2;
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| 153 | float4 hPos : POSITION;
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| 154 | };
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| 155 |
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| 156 | VertOut DefaultVS(float4 position : POSITION,
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| 157 | float2 texCoord : TEXCOORD0,
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| 158 | float3 normal : NORMAL,
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| 159 | uniform float4x4 worldViewProj,
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| 160 | uniform float4x4 world,
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| 161 | uniform float4x4 worldview,
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| 162 | uniform float4x4 worldI )
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| 163 | {
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| 164 | VertOut OUT;
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| 165 | OUT.hPos = mul(worldViewProj, position);
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| 166 | OUT.wPos = mul(world, position).xyz;
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| 167 | OUT.cPos = mul(worldview, position).xyz;
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| 168 | OUT.mNormal = mul(normal, worldI);
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| 169 | //OUT.mNormal = normal;
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| 170 | OUT.texCoord = texCoord;
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| 171 | return OUT;
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| 172 | }
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| 173 |
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| 174 | float4 SingleReflectionPS(VertOut IN,
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| 175 | uniform float3 cameraPos,
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| 176 | uniform samplerCUBE CubeMap : register(s0),
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| 177 | uniform samplerCUBE DistanceMap : register(s1),
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| 178 | uniform samplerCUBE NormDistMap1 : register(s2),
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| 179 | uniform samplerCUBE NormDistMap2 : register(s3),
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| 180 | uniform float3 lastCenter)
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| 181 | {
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| 182 | float4 Color = float4(1,1,1,1);
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| 183 |
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| 184 | float3 N = normalize(IN.mNormal);
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| 185 | float3 newTexCoord;
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| 186 | float3 x = IN.wPos - lastCenter;
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| 187 | float3 V = (IN.wPos - cameraPos);
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| 188 |
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| 189 | V = normalize(V);
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| 190 | float3 R = normalize(reflect( V, N));
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| 191 | //float3 R = normalize(refract( V, N, 0.8));
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| 192 |
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| 193 | float3 Nl;
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| 194 | float4 Il;
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| 195 | float3 l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl);
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| 196 | if(Il.a == 0)
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| 197 | Il = readCubeMap(CubeMap, l);
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| 198 |
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| 199 | return Il;
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| 200 | }
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| 201 |
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| 202 |
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| 203 | float4 MultipleReflectionPS(VertOut IN,
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| 204 | uniform float3 cameraPos,
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| 205 | uniform samplerCUBE CubeMap : register(s0),
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| 206 | uniform samplerCUBE DistanceMap : register(s1),
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| 207 | uniform samplerCUBE NormDistMap1 : register(s2),
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| 208 | uniform samplerCUBE NormDistMap2 : register(s3),
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| 209 | uniform float3 lastCenter)
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| 210 | {
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| 211 | float4 I = float4(0,0,0,0);
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| 212 |
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| 213 | float3 N = normalize(IN.mNormal);
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| 214 | float3 newTexCoord;
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| 215 | float3 x = IN.wPos - lastCenter;
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| 216 | float3 V = (IN.wPos - cameraPos);
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| 217 |
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| 218 | V = normalize(V);
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| 219 | float3 l;
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| 220 |
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| 221 | int depth = 0;
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| 222 | while(depth < MAX_RAY_DEPTH)
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| 223 | {
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| 224 | float3 R = normalize(reflect( V, N));
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| 225 | // float3 R = normalize(refract( V, N, 0.8));
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| 226 |
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| 227 | float3 Nl;
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| 228 | float4 Il;
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| 229 | l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl);
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| 230 | if(Il.a == 0)
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| 231 | {
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| 232 | depth += 1;
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| 233 | // I = float4(0.2,0.2,0.2,1.0);
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| 234 | }
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| 235 | else
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| 236 | {
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| 237 | I = Il;
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| 238 | depth = MAX_RAY_DEPTH;
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| 239 | }
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| 240 | x = l;
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| 241 | N = normalize(Nl);
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| 242 | V = R;
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| 243 | // if(dot(N, V) > 0) N = -N;
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| 244 | }
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| 245 |
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| 246 | /*if(I.a == 0)
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| 247 | I = readCubeMap(CubeMap, l);*/
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| 248 |
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| 249 | return I;
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| 250 | }
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| 251 |
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| 252 | float4 mainPS(VertOut IN,
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| 253 | uniform float3 cameraPos,
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| 254 | uniform samplerCUBE CubeMap : register(s0),
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| 255 | uniform samplerCUBE DistanceMap : register(s1),
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| 256 | uniform samplerCUBE NormDistMap1 : register(s2),
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| 257 | uniform samplerCUBE NormDistMap2 : register(s3),
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| 258 | uniform float3 lastCenter,
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| 259 | uniform float SingleBounce):COLOR
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| 260 | {
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| 261 | float4 Color = 1.0;
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| 262 | if(SingleBounce == 1)
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| 263 | Color = SingleReflectionPS(IN,cameraPos, CubeMap, DistanceMap, NormDistMap1,NormDistMap2,lastCenter);
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| 264 | else
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| 265 | Color = MultipleReflectionPS(IN,cameraPos, CubeMap, DistanceMap, NormDistMap1,NormDistMap2,lastCenter);
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| 266 |
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| 267 | return Color;
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| 268 | } |
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