[2270] | 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 = 0.95;
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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 | // vertex position in cubemap space
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| 75 | float3 X = input.CUBEPos;
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| 76 | float3 dir = Hit(distanceSamp, R, X);
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| 77 | //dir = input.lastCenter;
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| 78 | //dir = N;
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| 79 | //return float4(input.lastCenter,1);
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| 80 | // return texCUBE(distanceSamp,X).r;
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| 81 | return float4(dir,1);
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| 82 | }
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| 83 |
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| 84 | ///////////////////////////////////////////////////////////////////////////////
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