1 | #define SAMPLECUTDIST2 0.01
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2 | #define WEIGHTCUTOFF 0.01
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3 |
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4 | int nRadionColumns;
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5 |
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6 | texture radions;
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7 | sampler radionSampler = sampler_state
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8 | {
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9 | Texture = <radions>;
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10 | MinFilter = Point;
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11 | MagFilter = Point;
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12 | MipFilter = None;
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13 | };
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14 |
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15 |
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16 | struct vsInputComputeWeights
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17 | {
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18 | float4 pos : POSITION;
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19 | float2 tex : TEXCOORD0;
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20 | };
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21 |
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22 | struct vsOutputComputeWeights
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23 | {
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24 | float4 pos : POSITION;
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25 | float2 tex : TEXCOORD0;
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26 | };
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27 |
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28 | vsOutputComputeWeights
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29 | vsComputeWeights(vsInputComputeWeights input)
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30 | {
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31 | vsOutputComputeWeights output = (vsOutputComputeWeights)0;
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32 | output.pos = input.pos;
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33 | output.tex = input.tex;
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34 | return output;
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35 | }
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36 |
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37 | float4
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38 | psComputeWeights(vsOutputComputeWeights input) : COLOR0
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39 | {
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40 | float dataColumnWidth = 1.0 / (float)nRadionColumns;
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41 | int bushIndex = input.tex.x * 4096 + input.tex.y * nRadionColumns * 4096;
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42 | int werx = bushIndex % nRadionColumns;
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43 | int wery = bushIndex / nRadionColumns;
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44 | float3 pos = tex2D(radionSampler, float2((werx + 0.25) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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45 | float3 dir = tex2D(radionSampler, float2((werx + 0.75) * dataColumnWidth, (wery + 0.5) / 4096.0) ).xyz;
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46 |
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47 | float3 diff = lightPos - pos;
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48 | float dist2 = dot(diff, diff);
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49 | if(dist2 < SAMPLECUTDIST2)
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50 | dist2 = SAMPLECUTDIST2;
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51 | diff = normalize(diff);
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52 | float cosa = - dot(lightDir, diff);
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53 | float cosb = dot(dir, diff);
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54 |
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55 | float4 occProjPos = mul(float4(pos, 1), occWorldToProjMatrix);
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56 | occProjPos /= occProjPos.w;
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57 | float2 occTexPos = mul( occProjPos.xyw, occProjToTexMatrix);
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58 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, occProjPos.z - 0.1, 1) );
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59 |
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60 | float3 lightToPos = pos - lightPos;
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61 | float actualDepth = length(lightToPos);
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62 |
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63 | float ret;
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64 | if( visibility < 0.5 || cosa < 0 || cosb < 0)
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65 | ret = 0.0;
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66 | else
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67 | ret = pow(cosa, 9) * cosb / dist2;
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68 |
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69 | if(ret < 0.000001)
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70 | ret = 0.0;
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71 | // if(ret > WEIGHTCUTOFF)
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72 | // ret = WEIGHTCUTOFF;
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73 |
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74 | return float4(ret, ret, ret, ret);
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75 | // return float4((wery + 0.5) / 4096.0, werx, werx, 1);
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76 | // return float4(actualDepth, 1, 1, 1);
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77 | }
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78 |
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79 | technique ComputeWeights{
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80 | pass P0
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81 | {
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82 | VertexShader = compile vs_3_0 vsComputeWeights();
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83 | PixelShader = compile ps_3_0 psComputeWeights();
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84 | }
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85 | }
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86 | /*
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87 | float4
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88 | psAggregateWeights(vsOutputComputeWeights input, in int rid : VPOS) : COLOR0
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89 | {
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90 | float sumWeight = 0.0;
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91 | float sumProb = 0.0000001;
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92 |
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93 | int iRadion = clusterStarts[rid];
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94 | float2 wTex = float2((iRadion / 4096 + 0.5) * dataColumnWidth,
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95 | (iRadion % 4096 + 0.5) / 4096.0) );
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96 | while(iRadion < clusterStarts[rid+1])
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97 | {
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98 | sumWeight += tex2Dlod(weightSampler, float4(wTex, 0, 1));
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99 | float sumProb += 1.0;
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100 | wTex.y += 1.0 / 4096.0;
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101 | }
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102 | return (sumWeight / sumProb).xxxx;
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103 | }
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104 |
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105 | technique AggregateWeights{
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106 | pass P0
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107 | {
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108 | VertexShader = compile vs_3_0 vsComputeWeights();
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109 | PixelShader = compile ps_3_0 psAggregateWeights();
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110 | }
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111 | }
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112 | */ |
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