1 | ///////////////////////////////////////////////////////////////////////////////
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2 | //
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3 | // ## ######
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4 | // ###### ###
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5 | // ## ############### Shark 3D Engine (www.shark3d.com)
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6 | // ########## # # #
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7 | // ######## Copyright (c) 1996-2006 Spinor GmbH.
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8 | // ######### # # # All rights reserved.
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9 | // ## ##########
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10 | // ##
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11 | //
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12 | ///////////////////////////////////////////////////////////////////////////////
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13 |
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14 |
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15 | #define NITERATION 5
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16 |
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17 | struct PS_INPUT
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18 | {
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19 | float3 worldV : TEXCOORD0;
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20 | float3 WNormal : TEXCOORD1;
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21 | float3 CUBEPos : TEXCOORD2;
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22 | float3 lastCenter :TEXCOORD3;
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23 | };
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24 |
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25 | sampler distanceSamp: register(s0);
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26 |
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27 |
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28 | half3 Hit(samplerCUBE tex, half3 R, half3 p0)
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29 | {
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30 | float rl = texCUBE(tex, R).r;
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31 | float dp = rl - dot(p0, R);
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32 | float3 p = p0 + R * dp;
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33 | float ppp = length(p) / texCUBE(tex, p).r;
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34 | float dun = 0, dov = 0, pun = ppp, pov = ppp;
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35 | if (ppp < 1) dun = dp; else dov = dp;
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36 | float dl = max( dp + rl * (1 - ppp), 0);
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37 | float3 RR = p0 + R * dl;
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38 |
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39 | for(int i = 0; i < NITERATION; i++) {
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40 | float ddl;
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41 | float llp = length(RR) / texCUBE(tex, RR).r;
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42 | if (llp < 1) {
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43 | dun = dl; pun = llp;
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44 | ddl = (dov == 0) ? rl * (1 - llp) :
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45 | (dl - dov) * (1 - llp)/(llp - pov);
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46 | } else {
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47 | dov = dl; pov = llp;
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48 | ddl = (dun == 0) ? rl * (1 - llp) :
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49 | (dl - dun) * (1 - llp)/(llp - pun);
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50 | }
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51 | dl = max(dl + ddl, 0);
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52 | RR = p0 + R * dl;
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53 | }
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54 | return RR;
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55 | }
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56 |
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57 |
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58 |
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59 | ///////////////////////////////////////////////////////////////////////////////
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60 | // Pixelshader
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61 | // Profile: 3x0
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62 |
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63 |
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64 | float4 main(PS_INPUT input): COLOR0
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65 | {
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66 | const float g_RefractFactor = 0.85;
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67 |
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68 | // direction vector from light to shaded point in world space
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69 | float3 V = normalize(input.worldV);
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70 | // vertex normal in world space
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71 | float3 N = normalize(input.WNormal);
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72 | // refraction direction
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73 | float3 R = refract(V, N, g_RefractFactor);
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74 | //float3 R = reflect(V, N);
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75 | // vertex position in cubemap space
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76 | float3 X = input.CUBEPos;
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77 | float3 dir = Hit(distanceSamp, R, X);
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78 | //dir = input.lastCenter;
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79 | //dir = N;
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80 | //return float4(input.lastCenter,1);
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81 | // return texCUBE(distanceSamp,X).r;
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82 | return float4(dir,1);
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83 | }
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84 |
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85 | ///////////////////////////////////////////////////////////////////////////////
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