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 80 //80
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16 | #define MIN_LIN_ITERATIONCOUNT 60 //60
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17 | #define SECANT_ITERATIONCOUNT 2
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18 | #define MAX_RAY_DEPTH 2
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19 |
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20 | /*
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21 | void linearSearch( float3 x, float3 R, float3 N, samplerCUBE mp,
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22 | out float3 p,
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23 | out float dl,
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24 | out float dp,
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25 | out float llp,
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26 | out float ppp)
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27 | {
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28 | float3 Ra = abs(R), xa = abs(x);
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29 | float xm = max(max(xa.x,xa.y),xa.z);
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30 | float Rm = max(max(Ra.x,Ra.y),Ra.z);
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31 | float a = xm / Rm;
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32 |
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33 | bool undershoot = false, overshoot = false;
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34 |
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35 | float dt = length(x / xm - R / Rm) * MAX_LIN_ITERATIONCOUNT;
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36 | dt = max(dt, MIN_LIN_ITERATIONCOUNT);
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37 | dt = 1.0 / dt;
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38 |
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39 | float t = 0.01;//dt;
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40 | float pa;
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41 | bool first = true;
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42 | //Linear iteration
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43 | while(t <= 1.0 && !overshoot)
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44 | {
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45 | dp = a * t / (1 - t);
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46 | p = x + R * dp;
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47 | pa = readDistanceCubeMap(mp, p);
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48 | if(pa > 0)
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49 | {
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50 | ppp = length(p) / pa;
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51 | if(ppp < 1)
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52 | {
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53 | dl = dp;
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54 | llp = ppp;
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55 | undershoot = true;
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56 | }
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57 | else if(undershoot)
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58 | overshoot = true;
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59 | }
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60 | else
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61 | undershoot = false;
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62 | t += dt;
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63 | }
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64 |
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65 | if(!overshoot)
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66 | p = float3(0,0,0);
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67 | }
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68 | */
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69 |
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70 |
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71 | void linearSearch( float3 x, float3 R, float3 N, samplerCUBE mp,
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72 | float min,
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73 | out float3 p,
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74 | out float dl,
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75 | out float dp,
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76 | out float llp,
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77 | out float ppp)
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78 | {
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79 | float3 Ra = abs(R), xa = abs(x);
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80 | float xm = max(max(xa.x,xa.y),xa.z);
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81 | float Rm = max(max(Ra.x,Ra.y),Ra.z);
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82 | float a = xm / Rm;
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83 |
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84 | int shootL = 0, shootP = 0;
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85 | bool found = false;
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86 |
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87 | float dt = length(x / xm - R / Rm) * MAX_LIN_ITERATIONCOUNT;
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88 | dt = max(dt, MIN_LIN_ITERATIONCOUNT);
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89 | dt = 1.0 / dt;
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90 |
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91 | float t = 0.01;
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92 | if(min > length(x))
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93 | {
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94 |
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95 | float a = 1;
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96 | float b = 2 * dot(R, x);
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97 | float c = dot(x,x) - min * min;
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98 |
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99 | float dis = b*b - 4*a*c;
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100 | float t1 = (-b + sqrt(dis))/ 2.0 * a;
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101 | float t2 = (-b - sqrt(dis))/ 2.0 * a;
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102 |
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103 | if(t1 > 0 && (t2 < 0 || t1 < t2))
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104 | t = 1.0;//t1 / ( a + t1);
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105 | else if(t2 > 0)
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106 | t = 1.0;//t2 / ( a + t2);
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107 | //t = 0.011;
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108 | }
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109 |
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110 | float pa;
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111 |
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112 | //Linear iteration
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113 | while(t <= 1.0 && !found)
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114 | {
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115 | dp = a * t / (1 - t);
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116 | p = x + R * dp;
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117 | pa = readDistanceCubeMap(mp, p);
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118 |
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119 | if(pa > 0)
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120 | {
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121 | ppp = length(p) / pa;
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122 | if(ppp < 1)
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123 | shootP = -1;
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124 | else
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125 | shootP = 1;
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126 | if(shootL * shootP == -1)
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127 | found = true;
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128 | else
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129 | {
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130 | shootL = shootP;
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131 | dl = dp;
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132 | llp = ppp;
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133 | }
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134 | }
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135 | else
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136 | shootL = 0;
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137 |
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138 | t += dt;
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139 | }
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140 |
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141 | if(!found)
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142 | p = float3(0,0,0);
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143 | }
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144 |
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145 |
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146 | void secantSearch(float3 x, float3 R, samplerCUBE mp,
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147 | float dl,
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148 | float dp,
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149 | float llp,
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150 | float ppp,
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151 | out float3 p)
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152 | {
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153 | for(int i= 0; i < SECANT_ITERATIONCOUNT; i++)
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154 | {
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155 | float dnew;
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156 | dnew = dl + (dp - dl) * (1 - llp) / (ppp - llp);
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157 | p = x + R * dnew;
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158 | half pppnew = length(p) / readDistanceCubeMap(mp, p);
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159 | if(pppnew < 1)
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160 | {
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161 | llp = pppnew;
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162 | dl = dnew;
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163 | }
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164 | else
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165 | {
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166 | ppp = pppnew;
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167 | dp = dnew;
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168 | }
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169 | }
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170 | }
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171 |
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172 | float3 Hit(float3 x, float3 R, float3 N,
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173 | samplerCUBE mp1,
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174 | samplerCUBE mp2,
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175 | samplerCUBE mp3Color,
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176 | samplerCUBE mp3Dist,
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177 | float min,
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178 | float min1,
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179 | float min2,
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180 | out float4 Il, out float3 Nl)
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181 | {
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182 | float dl1 = 0, dp1, llp1, ppp1;
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183 | float3 p1;
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184 | linearSearch(x, R, N, mp1, min1, p1, dl1, dp1, llp1, ppp1);
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185 | float dl2 = 0, dp2, llp2, ppp2;
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186 | float3 p2;
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187 | linearSearch(x, R, N, mp2, min2, p2, dl2, dp2, llp2, ppp2);
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188 |
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189 | bool valid1 = dot(p1,p1) != 0;
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190 | bool valid2 = dot(p2,p2) != 0;
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191 |
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192 | float dl, dp, llp, ppp;
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193 | float3 p;
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194 |
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195 | if(!valid1 && ! valid2)
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196 | {
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197 | linearSearch(x, R, N, mp3Dist, min, p, dl, dp, llp, ppp);
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198 | Il.a = 1;
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199 | secantSearch(x, R, mp3Dist, dl, dp, llp, ppp, p);
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200 | Il.rgb = Nl.rgb = readCubeMap(mp3Color, p).rgb;
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201 | }
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202 | else
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203 | {
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204 | if( !valid2 || (valid1 && dp1 < dp2))
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205 | {
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206 | secantSearch(x, R, mp1, dl1, dp1, llp1, ppp1, p1);
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207 | Il.rgb = Nl.rgb = readCubeMap(mp1, p1).rgb;
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208 | p = p1;
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209 | }
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210 | else
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211 | {
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212 | secantSearch(x, R, mp2, dl2, dp2, llp2, ppp2, p2);
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213 | Il.rgb = Nl.rgb = readCubeMap(mp2, p2).rgb;
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214 | p = p2;
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215 | }
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216 | Il.a = 0;
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217 | }
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218 |
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219 | return p;
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220 | }
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221 |
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222 | struct VertOut
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223 | {
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224 | float3 wPos : TEXCOORD1;
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225 | float3 cPos : TEXCOORD3;
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226 | float2 texCoord : TEXCOORD0;
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227 | float3 mNormal : TEXCOORD2;
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228 | float4 hPos : POSITION;
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229 | };
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230 |
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231 | VertOut DefaultVS(float4 position : POSITION,
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232 | float2 texCoord : TEXCOORD0,
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233 | float3 normal : NORMAL,
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234 | uniform float4x4 worldViewProj,
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235 | uniform float4x4 world,
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236 | uniform float4x4 worldview,
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237 | uniform float4x4 worldI )
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238 | {
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239 | VertOut OUT;
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240 | OUT.hPos = mul(worldViewProj, position);
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241 | OUT.wPos = mul(world, position).xyz;
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242 | OUT.cPos = mul(worldview, position).xyz;
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243 | OUT.mNormal = mul(normal, worldI);
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244 | //OUT.mNormal = normal;
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245 | OUT.texCoord = texCoord;
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246 | return OUT;
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247 | }
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248 |
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249 | float4 SingleReflectionPS(VertOut IN,
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250 | uniform float3 cameraPos,
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251 | uniform samplerCUBE CubeMap : register(s0),
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252 | uniform samplerCUBE DistanceMap : register(s1),
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253 | uniform samplerCUBE NormDistMap1 : register(s2),
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254 | uniform samplerCUBE NormDistMap2 : register(s3),
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255 | uniform float3 lastCenter,
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256 | uniform float refIndex,
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257 | float min,
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258 | float min1,
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259 | float min2
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260 | )
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261 | {
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262 | float4 Color = float4(1,1,1,1);
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263 |
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264 | float3 N = normalize(IN.mNormal);
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265 | float3 newTexCoord;
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266 | float3 x = IN.wPos - lastCenter;
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267 | float3 V = (IN.wPos - cameraPos);
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268 |
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269 | V = normalize(V);
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270 |
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271 | float3 R;
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272 | //if(refIndex > 100.0)
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273 | R = normalize(reflect( V, N));
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274 | //else
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275 | //{
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276 | // refIndex = 1.0 / refIndex;
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277 | // R = normalize(refract( V, N, refIndex));
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278 | //}
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279 |
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280 | float3 Nl;
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281 | float4 Il;
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282 | float3 l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, min, min1, min2, Il, Nl);
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283 | if(Il.a == 0)
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284 | Il = readCubeMap(CubeMap, l);
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285 |
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286 | return Il;
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287 | }
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288 |
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289 | #define REFRACTION 0
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290 |
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291 | float4 MultipleReflectionPS(VertOut IN,
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292 | uniform float3 cameraPos,
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293 | uniform samplerCUBE CubeMap : register(s0),
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294 | uniform samplerCUBE DistanceMap : register(s1),
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295 | uniform samplerCUBE NormDistMap1 : register(s2),
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296 | uniform samplerCUBE NormDistMap2 : register(s3),
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297 | uniform float3 lastCenter,
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298 | uniform float refIndex,
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299 | float min,
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300 | float min1,
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301 | float min2)
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302 | {
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303 | float4 I = float4(0,0,0,0);
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304 |
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305 | float3 N = normalize(IN.mNormal);
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306 | float3 x = IN.wPos - lastCenter;
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307 | float3 V = (IN.wPos - cameraPos);
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308 |
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309 | float Fp = 0.04;
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310 | float F = Fp + pow(1 - dot(N, -V), 5) * (1 - Fp);
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311 |
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312 | V = normalize(V);
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313 | float3 l;
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314 | float4 Irefl;
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315 | int depth = 0;
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316 |
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317 |
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318 | while(depth < MAX_RAY_DEPTH)
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319 | {
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320 | float3 R;
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321 | R = normalize(reflect( V, N));
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322 |
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323 | float3 Nl;
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324 | float4 Il;
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325 | l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, min, min1, min2, Il, Nl);
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326 | if(Il.a == 0)
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327 | {
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328 | depth += 1;
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329 | }
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330 | else
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331 | {
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332 | I = Il;
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333 | depth = MAX_RAY_DEPTH;
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334 | }
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335 | x = l;
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336 | N = Nl;
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337 | V = R;
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338 |
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339 | }
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340 | /* if(I.a == 0)
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341 | I = readCubeMap(CubeMap, l);*/
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342 | Irefl = I;
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343 |
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344 | if(REFRACTION)
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345 | {
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346 | float4 Irefr;
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347 | N = normalize(IN.mNormal);
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348 | x = IN.wPos - lastCenter;
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349 | V = (IN.wPos - cameraPos);
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350 | depth = 0;
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351 | while(depth < MAX_RAY_DEPTH)
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352 | {
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353 | float3 R;
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354 | //R = normalize(reflect( V, N));
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355 |
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356 |
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357 | float ri = refIndex;
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358 |
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359 | if(dot(V,N) > 0)
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360 | {
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361 | ri = 1.0 / ri;
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362 | N = -N;
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363 | }
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364 | R = refract( V, N, ri);
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365 | if(dot(R,R) == 0) R = reflect( V, N);
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366 |
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367 |
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368 | float3 Nl;
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369 | float4 Il;
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370 | l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, min, min1, min2, Il, Nl);
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371 | if(Il.a == 0)
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372 | {
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373 | depth += 1;
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374 | }
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375 | else
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376 | {
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377 | I = Il;
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378 | depth = MAX_RAY_DEPTH;
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379 | }
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380 | x = l;
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381 | N = normalize(Nl);
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382 | V = R;
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383 | }
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384 |
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385 | if(I.a == 0)
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386 | I = readCubeMap(CubeMap, l);
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387 | Irefr = I;
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388 |
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389 | I = Irefl * F + (1.0 - F) * Irefr;
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390 | }
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391 | return I;
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392 | }
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393 |
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394 | float4 mainPS(VertOut IN,
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395 | uniform float3 cameraPos,
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396 | uniform samplerCUBE CubeMap : register(s0),
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397 | uniform samplerCUBE DistanceMap : register(s1),
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398 | uniform samplerCUBE NormDistMap1 : register(s2),
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399 | uniform samplerCUBE NormDistMap2 : register(s3),
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400 | uniform float3 lastCenter,
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401 | uniform float SingleBounce,
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402 | uniform float refIndex,
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403 | uniform float4 min,
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404 | uniform float4 min1,
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405 | uniform float4 min2
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406 | ):COLOR
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407 | {
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408 | // min1.x = 1.0 / min1.x;
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409 | // min2.x = 1.0 / min2.x;
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410 | float4 Color = 1.0;
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411 | if(SingleBounce == 1)
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412 | Color = SingleReflectionPS(IN,cameraPos, CubeMap, DistanceMap, NormDistMap1,NormDistMap2,lastCenter,refIndex, min.w, min1.w, min2.w);
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413 | else
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414 | Color = MultipleReflectionPS(IN,cameraPos, CubeMap, DistanceMap, NormDistMap1,NormDistMap2,lastCenter,refIndex, min.w, min1.w, min2.w);
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415 |
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416 | return Color;
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417 | } |
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