1 | float4x4 modelToWorldMatrix;
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2 | float4x4 inverseTransposedModelToWorldMatrix;
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3 | float4x4 modelToProjMatrix;
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4 |
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5 | float4x4 occWorldToProjMatrix;
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6 | float3x3 occProjToTexMatrix;
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7 |
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8 | int2 prmAtlasTiles;
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9 | float2 atlasHalfPixel;
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10 |
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11 | texture brdfMap; //material texture sampler
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12 | sampler2D brdfMapSampler = sampler_state{
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13 | texture = < brdfMap >;
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14 | MinFilter = LINEAR;
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15 | MagFilter = LINEAR;
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16 | MipFilter = None;
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17 | AddressU = Wrap;
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18 | AddressV = Wrap;
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19 | };
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20 |
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21 | texture bumpMap; //material texture sampler
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22 | sampler2D bumpMapSampler = sampler_state{
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23 | texture = < bumpMap >;
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24 | MinFilter = LINEAR;
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25 | MagFilter = LINEAR;
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26 | MipFilter = None;
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27 | AddressU = Wrap;
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28 | AddressV = Wrap;
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29 | };
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30 |
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31 | texture normalMap; //material texture sampler
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32 | sampler2D normalMapSampler = sampler_state{
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33 | texture = < normalMap >;
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34 | MinFilter = LINEAR;
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35 | MagFilter = LINEAR;
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36 | MipFilter = None;
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37 | AddressU = Wrap;
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38 | AddressV = Wrap;
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39 | };
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40 |
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41 | texture filteredAtlas;
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42 | sampler filteredAtlasSampler = sampler_state
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43 | {
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44 | Texture = <filteredAtlas>;
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45 | MinFilter = LINEAR;
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46 | MagFilter = LINEAR;
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47 | MipFilter = None;
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48 | AddressU = Wrap;
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49 | AddressV = Wrap;
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50 | };
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51 |
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52 | texture depthMap;
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53 | sampler2D depthMapSampler = sampler_state{
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54 | texture = < depthMap >;
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55 | MinFilter = Linear;
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56 | MagFilter = Linear;
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57 | MipFilter = None;
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58 | AddressU = Clamp;
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59 | AddressV = Clamp;
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60 | // AddressU = Border;
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61 | // AddressV = Border;
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62 | // BorderColor = float4(65535, 65535, 65535, 65535);
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63 | };
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64 |
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65 | float3 lightPos;
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66 | float3 lightDir;
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67 | float3 lightPower;
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68 |
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69 | float4 weightsa[8];
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70 |
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71 | struct vsInputWalk
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72 | {
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73 | float4 pos : POSITION;
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74 | float3 normal : NORMAL;
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75 | float2 tex : TEXCOORD0;
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76 | float2 texAtlas : TEXCOORD1;
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77 | float3 tangent : TEXCOORD2;
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78 | float3 binormal : TEXCOORD3;
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79 | };
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80 |
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81 | struct vsOutputWalk
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82 | {
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83 | float4 pos : POSITION;
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84 | float3 normal : NORMAL;
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85 | float3 tangent : TEXCOORD4;
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86 | float3 binormal : TEXCOORD5;
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87 |
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88 | float2 tex : TEXCOORD0;
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89 | float2 texAtlas : TEXCOORD1;
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90 | float4 worldPos : TEXCOORD2;
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91 | float4 occProjPos : TEXCOORD3;
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92 | };
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93 |
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94 |
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95 | vsOutputWalk
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96 | vsWalk(vsInputWalk input)
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97 | {
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98 | vsOutputWalk output = (vsOutputWalk)0;
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99 | output.pos = mul(input.pos, modelToProjMatrix);
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100 |
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101 | output.worldPos = mul(input.pos, modelToWorldMatrix);
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102 | output.occProjPos = mul(output.worldPos, occWorldToProjMatrix);
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103 |
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104 | output.normal = mul(inverseTransposedModelToWorldMatrix, float4(input.normal.xyz, 0.0));
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105 | output.tangent = mul(inverseTransposedModelToWorldMatrix, float4(input.tangent.xyz, 0.0));
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106 | output.binormal = mul(inverseTransposedModelToWorldMatrix, float4(input.binormal.xyz, 0.0));
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107 | output.tex = input.tex;
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108 | output.texAtlas = input.texAtlas;
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109 |
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110 | return output;
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111 | }
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112 |
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113 |
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114 | float4
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115 | psWalk(vsOutputWalk input) : COLOR
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116 | {
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117 | float3 col = 0;
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118 | for(int iCluster=0; iCluster<32; iCluster++)
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119 | {
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120 | float2 prmTexPos = float2(
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121 | (input.texAtlas.x + (iCluster % prmAtlasTiles.x)) / prmAtlasTiles.x,
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122 | 1.0 - (input.texAtlas.y + (iCluster / prmAtlasTiles.x)) / prmAtlasTiles.y) + atlasHalfPixel;
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123 | float4 weight = weightsa[iCluster/4];
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124 | // weight = 0.065;
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125 | float3 val = tex2D(filteredAtlasSampler, prmTexPos);
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126 | col += val.xyz * weight.x;
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127 | iCluster++;
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128 |
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129 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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130 | val = tex2D(filteredAtlasSampler, prmTexPos);
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131 | col += val.xyz * weight.y;
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132 | iCluster++;
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133 |
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134 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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135 | val = tex2D(filteredAtlasSampler, prmTexPos);
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136 | col += val.xyz * weight.z;
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137 | iCluster++;
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138 |
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139 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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140 | val = tex2D(filteredAtlasSampler, prmTexPos);
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141 | col += val.xyz * weight.w;
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142 | }
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143 | // col *= 1000.01;
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144 | // col *= 0.8;
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145 | // col = 0;
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146 |
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147 | // get tangent space normal vector |
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148 | /* float3 tNormal = tex2D(normalMapSampler, input.tex).rgb; |
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149 | // which is the transpose of ModelToTangent |
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150 | float3 mNormal = normalize( input.tangent * tNormal.x + input.binormal * tNormal.y + input.normal * tNormal.z );
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151 |
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152 | input.normal = mNormal;
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153 | */
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154 | // return float4(input.normal, 1);
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155 |
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156 | input.occProjPos /= input.occProjPos.w;
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157 | float2 occTexPos = mul(input.occProjPos.xyw, occProjToTexMatrix);
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158 | float3 toLight = lightPos - input.worldPos;
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159 | float3 toLightDir = normalize(lightPos - input.worldPos);
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160 | float cosa = dot(input.normal, toLightDir);
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161 | float cosb = dot(lightDir, -toLightDir);
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162 |
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163 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, input.occProjPos.z, 1));
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164 | if(cosa > 0 && cosb > 0.0)
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165 | col += cosa.xxx * pow(cosb, 9) * visibility / dot(toLight, toLight);
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166 |
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167 | // return float4(input.tangent,1);
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168 | // return tex2D(filteredAtlasSampler, float2(input.texAtlas.x / 32.0, 1.0 - input.texAtlas.y));
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169 | return float4( lightPower * col * tex2D(brdfMapSampler, input.tex) , 1);
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170 | // return float4(lightPower * col * tex2D(bumpMapSampler, input.tex), 1);
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171 | }
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172 |
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173 | float4
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174 | psWalkIndirect(vsOutputWalk input) : COLOR
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175 | {
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176 | float3 col = 0;
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177 | for(int iCluster=0; iCluster<32; iCluster++)
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178 | {
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179 | float2 prmTexPos = float2(
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180 | (input.texAtlas.x + (iCluster % prmAtlasTiles.x)) / prmAtlasTiles.x,
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181 | 1.0 - (input.texAtlas.y + (iCluster / prmAtlasTiles.x)) / prmAtlasTiles.y) + atlasHalfPixel;
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182 | float4 weight = weightsa[iCluster/4];
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183 | // weight = 0.065;
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184 | float3 val = tex2D(filteredAtlasSampler, prmTexPos);
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185 | col += val.xyz * weight.x;
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186 | iCluster++;
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187 |
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188 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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189 | val = tex2D(filteredAtlasSampler, prmTexPos);
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190 | col += val.xyz * weight.y;
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191 | iCluster++;
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192 |
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193 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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194 | val = tex2D(filteredAtlasSampler, prmTexPos);
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195 | col += val.xyz * weight.z;
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196 | iCluster++;
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197 |
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198 | prmTexPos.x += 1.0 / prmAtlasTiles.x;
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199 | val = tex2D(filteredAtlasSampler, prmTexPos);
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200 | col += val.xyz * weight.w;
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201 | }
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202 |
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203 | return float4( lightPower * col * tex2D(brdfMapSampler, input.tex) , 1);
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204 | // return float4( lightPower * col, 1);
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205 | }
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206 |
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207 | float4
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208 | psWalkDirect(vsOutputWalk input) : COLOR
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209 | {
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210 | float3 col = 0;
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211 |
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212 | input.occProjPos /= input.occProjPos.w;
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213 | float2 occTexPos = mul(input.occProjPos.xyw, occProjToTexMatrix);
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214 | float3 toLight = lightPos - input.worldPos;
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215 | float3 toLightDir = normalize(lightPos - input.worldPos);
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216 | float cosa = dot(input.normal, toLightDir);
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217 | float cosb = dot(lightDir, -toLightDir);
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218 |
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219 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, input.occProjPos.z, 1));
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220 | if(cosa > 0 && cosb > 0.0)
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221 | col += cosa.xxx * pow(cosb, 9) * visibility / dot(toLight, toLight);
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222 |
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223 | return float4( lightPower * col * tex2D(brdfMapSampler, input.tex) , 1);
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224 | }
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225 |
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226 | float4
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227 | psWalkAmbient(vsOutputWalk input) : COLOR
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228 | {
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229 | float3 col = 0.0012;
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230 |
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231 | input.occProjPos /= input.occProjPos.w;
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232 | float2 occTexPos = mul(input.occProjPos.xyw, occProjToTexMatrix);
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233 | float3 toLight = lightPos - input.worldPos;
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234 | float3 toLightDir = normalize(lightPos - input.worldPos);
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235 | float cosa = dot(input.normal, toLightDir);
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236 | float cosb = dot(lightDir, -toLightDir);
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237 |
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238 | float visibility = tex2Dproj(depthMapSampler, float4(occTexPos, input.occProjPos.z, 1));
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239 | if(cosa > 0 && cosb > 0.0)
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240 | col += cosa.xxx * pow(cosb, 9) * visibility / dot(toLight, toLight);
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241 |
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242 | return float4( lightPower * col * tex2D(brdfMapSampler, input.tex) , 1);
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243 | }
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244 |
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245 | technique walk{
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246 | pass P0
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247 | {
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248 | VertexShader = compile vs_3_0 vsWalk();
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249 | PixelShader = compile ps_3_0 psWalk();
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250 | }
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251 | }
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252 |
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253 | technique walkIndirect{
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254 | pass P0
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255 | {
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256 | VertexShader = compile vs_3_0 vsWalk();
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257 | PixelShader = compile ps_3_0 psWalkIndirect();
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258 | }
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259 | }
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260 |
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261 | technique walkAmbient{
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262 | pass P0
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263 | {
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264 | VertexShader = compile vs_3_0 vsWalk();
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265 | PixelShader = compile ps_3_0 psWalkAmbient();
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266 | }
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267 | }
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268 |
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269 | technique walkDirect{
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270 | pass P0
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271 | {
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272 | VertexShader = compile vs_3_0 vsWalk();
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273 | PixelShader = compile ps_3_0 psWalkDirect();
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274 | }
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275 | }
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276 |
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277 | #include "bushToAtlas.fx"
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278 | #include "normalize.fx"
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279 | #include "showTex.fx"
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280 | #include "computeWeights.fx"
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281 | #include "depthMap.fx"
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282 | #include "dots.fx"
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283 | #include "torch.tx" |
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