1 | #define EFFECTS
|
---|
2 | #define LOCALIZATION
|
---|
3 |
|
---|
4 | float3 F0;
|
---|
5 |
|
---|
6 | float4 readCubeMap(samplerCUBE cm, float3 coord)
|
---|
7 | {
|
---|
8 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
|
---|
9 | return color;
|
---|
10 | }
|
---|
11 |
|
---|
12 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
|
---|
13 | {
|
---|
14 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).r;
|
---|
15 | if(dist == 0) dist = 1000000; ///sky
|
---|
16 | return dist;
|
---|
17 | }
|
---|
18 |
|
---|
19 |
|
---|
20 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
|
---|
21 | {
|
---|
22 | float rl = readDistanceCubeMap( mp, R); // |r|
|
---|
23 |
|
---|
24 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
|
---|
25 | float dun = 0, pun = ppp, dov = 0, pov = 0;
|
---|
26 | float dl = rl * ( 1 - ppp ); // eq. 2
|
---|
27 | float3 l = x + R * dl; // ray equation
|
---|
28 |
|
---|
29 | // iteration
|
---|
30 | for( int i = 0; i < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
|
---|
31 | {
|
---|
32 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
|
---|
33 | if ( llp < 0.999f ) // undershooting
|
---|
34 | {
|
---|
35 | dun = dl; pun = llp; // last undershooting
|
---|
36 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
|
---|
37 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
|
---|
38 | } else if ( llp > 1.001f ) // overshooting
|
---|
39 | {
|
---|
40 | dov = dl; pov = llp; // last overshooting
|
---|
41 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
|
---|
42 | }
|
---|
43 | l = x + R * dl; // ray equation
|
---|
44 | }
|
---|
45 | return l; // computed hit point
|
---|
46 | }
|
---|
47 |
|
---|
48 | void LocalizedVS(float4 position : POSITION,
|
---|
49 | out float3 wPos : TEXCOORD1,
|
---|
50 | float2 texCoord : TEXCOORD0,
|
---|
51 | out float2 otexCoord : TEXCOORD0,
|
---|
52 | float3 normal : NORMAL,
|
---|
53 | out float3 mNormal : TEXCOORD2,
|
---|
54 | out float4 hPos : POSITION,
|
---|
55 | uniform float4x4 worldViewProj,
|
---|
56 | uniform float4x4 world,
|
---|
57 | uniform float4x4 worldI)
|
---|
58 | {
|
---|
59 |
|
---|
60 | hPos = mul(worldViewProj, position);
|
---|
61 | wPos = mul(world, position).xyz;
|
---|
62 | mNormal = mul(normal, worldI);
|
---|
63 | //mNormal *=-1;
|
---|
64 | //mNormal = normal;
|
---|
65 | otexCoord = texCoord;
|
---|
66 | }
|
---|
67 |
|
---|
68 |
|
---|
69 | void LocalizedMetalPS( float2 texCoord : TEXCOORD0,
|
---|
70 | float3 wPos : TEXCOORD1,
|
---|
71 | float3 mNormal : TEXCOORD2,
|
---|
72 | uniform float3 cameraPos,
|
---|
73 | uniform samplerCUBE CubeMap : register(s0),
|
---|
74 | uniform samplerCUBE DistanceMap : register(s1),
|
---|
75 | uniform float3 lastCenter,
|
---|
76 | uniform float3 lightPosition,
|
---|
77 | uniform float reflectivity,
|
---|
78 | uniform float3 phongColor,
|
---|
79 | out float4 Color :COLOR0)
|
---|
80 | {
|
---|
81 | Color = float4(1,1,1,1);
|
---|
82 |
|
---|
83 | //metallic reflection
|
---|
84 | mNormal = normalize(mNormal);
|
---|
85 |
|
---|
86 | float3 newTexCoord;
|
---|
87 | float3 mPos = wPos - lastCenter;
|
---|
88 | float3 V = normalize(wPos - cameraPos);
|
---|
89 |
|
---|
90 | #ifdef EFFECTS
|
---|
91 | float3 R = normalize(reflect( V, mNormal));
|
---|
92 |
|
---|
93 | newTexCoord = R;
|
---|
94 | #ifdef LOCALIZATION
|
---|
95 | newTexCoord = Hit(mPos, R, DistanceMap);
|
---|
96 | #endif
|
---|
97 | Color = readCubeMap(CubeMap, newTexCoord );
|
---|
98 |
|
---|
99 | //Color = 0.000000001 *Color + float4(mNormal, 1);
|
---|
100 |
|
---|
101 | float ctheta_in = dot(mNormal,R);
|
---|
102 | float ctheta_out = dot(mNormal,-V);
|
---|
103 |
|
---|
104 | float3 F = 0;
|
---|
105 |
|
---|
106 | if ( ctheta_in > 0 && ctheta_out > 0 )
|
---|
107 | {
|
---|
108 | float3 H1 = normalize(R - V); // felezõvektor
|
---|
109 | float cbeta = dot(H1,R);
|
---|
110 | F = F0 + (1-F0)*pow(1-cbeta,5);
|
---|
111 | }
|
---|
112 |
|
---|
113 | Color = Color * float4(F,1);
|
---|
114 |
|
---|
115 | #endif
|
---|
116 | //phong
|
---|
117 |
|
---|
118 | half3 light = lightPosition; //(lightPosition -wPos) ;// / 200.0;
|
---|
119 | V = -V;
|
---|
120 | half3 L = normalize(light);
|
---|
121 | half3 H = normalize(L+V);
|
---|
122 | half4 lighting = lit(dot(mNormal, L),dot(mNormal, H), 200);
|
---|
123 |
|
---|
124 | //addition
|
---|
125 | Color = Color * reflectivity + (1 - reflectivity) * (
|
---|
126 | (lighting.x * float4(phongColor * 0.2,1) +
|
---|
127 | lighting.y * float4(phongColor,1) +
|
---|
128 | lighting.z * float4(4,4,4,4) )) ;
|
---|
129 | }
|
---|
130 |
|
---|
131 | void MirrorPS( float2 texCoord : TEXCOORD0,
|
---|
132 | float3 wPos : TEXCOORD1,
|
---|
133 | float3 mNormal : TEXCOORD2,
|
---|
134 | uniform float3 cameraPos,
|
---|
135 | uniform samplerCUBE CubeMap : register(s0),
|
---|
136 | uniform samplerCUBE DistanceMap : register(s1),
|
---|
137 | uniform float3 lastCenter,
|
---|
138 | out float4 Color :COLOR0)
|
---|
139 | {
|
---|
140 |
|
---|
141 | Color = float4(1,1,1,1);
|
---|
142 |
|
---|
143 | #ifdef EFFECTS
|
---|
144 | //metallic reflection
|
---|
145 | mNormal = normalize(mNormal);
|
---|
146 |
|
---|
147 | float3 newTexCoord;
|
---|
148 | float3 mPos = wPos - lastCenter;
|
---|
149 | float3 V = normalize(wPos - cameraPos);
|
---|
150 | float3 R = normalize(reflect( V, mNormal));
|
---|
151 |
|
---|
152 | newTexCoord = R;
|
---|
153 | #ifdef LOCALIZATION
|
---|
154 | newTexCoord = Hit(mPos, R, DistanceMap);
|
---|
155 | #endif
|
---|
156 | Color = readCubeMap(CubeMap, newTexCoord );
|
---|
157 | #endif
|
---|
158 |
|
---|
159 | }
|
---|
160 |
|
---|
161 | void LampGlassPS( float2 texCoord : TEXCOORD0,
|
---|
162 | float3 wPos : TEXCOORD1,
|
---|
163 | float3 mNormal : TEXCOORD2,
|
---|
164 | uniform float3 cameraPos,
|
---|
165 | uniform samplerCUBE CubeMap : register(s0),
|
---|
166 | uniform samplerCUBE DistanceMap : register(s1),
|
---|
167 | uniform float3 lastCenter,
|
---|
168 | uniform float4 glasColor,
|
---|
169 | out float4 Color :COLOR0)
|
---|
170 | {
|
---|
171 |
|
---|
172 | Color = float4(1,1,1,1);
|
---|
173 |
|
---|
174 | #ifdef EFFECTS
|
---|
175 | //metallic reflection
|
---|
176 | mNormal = normalize(mNormal);
|
---|
177 |
|
---|
178 | float3 newTexCoord;
|
---|
179 | float3 mPos = wPos - lastCenter;
|
---|
180 | float3 V = normalize(wPos - cameraPos);
|
---|
181 | float3 R = normalize(reflect( V, mNormal));
|
---|
182 |
|
---|
183 | newTexCoord = R;
|
---|
184 | #ifdef LOCALIZATION
|
---|
185 | newTexCoord = Hit(mPos, R, DistanceMap);
|
---|
186 | #endif
|
---|
187 | Color = readCubeMap(CubeMap, newTexCoord );
|
---|
188 | Color.a = 1;
|
---|
189 | #endif
|
---|
190 | Color *= glasColor;
|
---|
191 |
|
---|
192 | } |
---|