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 5
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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 = false, 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 = 0.01;//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 | uniform float refIndex)
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182 | {
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183 | float4 Color = float4(1,1,1,1);
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184 |
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185 | float3 N = normalize(IN.mNormal);
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186 | float3 newTexCoord;
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187 | float3 x = IN.wPos - lastCenter;
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188 | float3 V = (IN.wPos - cameraPos);
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189 |
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190 | V = normalize(V);
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191 |
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192 | float3 R;
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193 | if(refIndex > 100.0)
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194 | R = normalize(reflect( V, N));
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195 | else
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196 | {
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197 | refIndex = 1.0 / refIndex;
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198 | R = normalize(refract( V, N, refIndex));
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199 | }
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200 |
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201 | float3 Nl;
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202 | float4 Il;
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203 | float3 l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl);
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204 | if(Il.a == 0)
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205 | Il = readCubeMap(CubeMap, l);
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206 |
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207 | return Il;
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208 | }
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209 |
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210 |
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211 | float4 MultipleReflectionPS(VertOut IN,
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212 | uniform float3 cameraPos,
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213 | uniform samplerCUBE CubeMap : register(s0),
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214 | uniform samplerCUBE DistanceMap : register(s1),
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215 | uniform samplerCUBE NormDistMap1 : register(s2),
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216 | uniform samplerCUBE NormDistMap2 : register(s3),
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217 | uniform float3 lastCenter,
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218 | uniform float refIndex)
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219 | {
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220 | float4 I = float4(0,0,0,0);
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221 |
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222 | float3 N = normalize(IN.mNormal) * refIndex;
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223 | float3 newTexCoord;
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224 | float3 x = IN.wPos - lastCenter;
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225 | float3 V = (IN.wPos - cameraPos);
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226 |
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227 | V = normalize(V);
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228 | float3 l;
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229 |
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230 | int depth = 0;
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231 | while(depth < MAX_RAY_DEPTH)
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232 | {
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233 | float3 R;
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234 | float refIndex = length(N);
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235 | refIndex = 1.0 / refIndex;
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236 | N = normalize(N);
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237 |
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238 | if(refIndex > 100.0)
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239 | R = normalize(reflect( V, N));
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240 | else
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241 | R = normalize(refract( V, N, refIndex));
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242 |
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243 | float3 Nl;
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244 | float4 Il;
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245 | l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl);
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246 | if(Il.a == 0)
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247 | {
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248 | depth += 1;
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249 | // I = float4(0.2,0.2,0.2,1.0);
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250 | }
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251 | else
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252 | {
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253 | I = Il;
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254 | depth = MAX_RAY_DEPTH;
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255 | }
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256 | x = l;
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257 | N = normalize(Nl);
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258 | V = R;
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259 |
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260 | if(refIndex <= 100.0)
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261 | if(dot(N, V) > 0) N = -N;
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262 | }
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263 |
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264 | // if(I.a == 0)
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265 | // I = readCubeMap(CubeMap, l);
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266 |
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267 | return I;
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268 | }
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269 |
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270 | float4 mainPS(VertOut IN,
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271 | uniform float3 cameraPos,
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272 | uniform samplerCUBE CubeMap : register(s0),
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273 | uniform samplerCUBE DistanceMap : register(s1),
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274 | uniform samplerCUBE NormDistMap1 : register(s2),
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275 | uniform samplerCUBE NormDistMap2 : register(s3),
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276 | uniform float3 lastCenter,
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277 | uniform float SingleBounce,
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278 | uniform float refIndex):COLOR
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279 | {
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280 | float4 Color = 1.0;
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281 | if(SingleBounce == 1)
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282 | Color = SingleReflectionPS(IN,cameraPos, CubeMap, DistanceMap, NormDistMap1,NormDistMap2,lastCenter,refIndex);
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283 | else
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284 | Color = MultipleReflectionPS(IN,cameraPos, CubeMap, DistanceMap, NormDistMap1,NormDistMap2,lastCenter,refIndex);
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285 |
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286 | return Color;
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287 | } |
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