[2514] | 1 | #define EFFECTS
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| 2 | #define LOCALIZATION
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[2451] | 3 |
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[1049] | 4 | float3 F0;
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| 5 |
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| 6 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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| 7 | {
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| 8 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
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| 9 | return color;
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| 10 | }
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| 11 |
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| 12 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 13 | {
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| 14 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).r;
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| 15 | if(dist == 0) dist = 1000000; ///sky
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| 16 | return dist;
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| 17 | }
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| 18 |
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| 19 |
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| 20 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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| 21 | {
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| 22 | float rl = readDistanceCubeMap( mp, R); // |r|
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| 23 |
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| 24 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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| 25 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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| 26 | float dl = rl * ( 1 - ppp ); // eq. 2
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| 27 | float3 l = x + R * dl; // ray equation
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| 28 |
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| 29 | // iteration
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| 30 | for( int i = 0; i < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
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| 31 | {
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| 32 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 33 | if ( llp < 0.999f ) // undershooting
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| 34 | {
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| 35 | dun = dl; pun = llp; // last undershooting
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| 36 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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| 37 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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| 38 | } else if ( llp > 1.001f ) // overshooting
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| 39 | {
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| 40 | dov = dl; pov = llp; // last overshooting
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| 41 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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| 42 | }
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| 43 | l = x + R * dl; // ray equation
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| 44 | }
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| 45 | return l; // computed hit point
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| 46 | }
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| 47 |
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| 48 | void LocalizedVS(float4 position : POSITION,
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| 49 | out float3 wPos : TEXCOORD1,
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| 50 | float2 texCoord : TEXCOORD0,
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| 51 | out float2 otexCoord : TEXCOORD0,
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| 52 | float3 normal : NORMAL,
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| 53 | out float3 mNormal : TEXCOORD2,
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| 54 | out float4 hPos : POSITION,
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| 55 | uniform float4x4 worldViewProj,
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| 56 | uniform float4x4 world,
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[2451] | 57 | uniform float4x4 worldI)
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[1049] | 58 | {
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| 59 |
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| 60 | hPos = mul(worldViewProj, position);
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| 61 | wPos = mul(world, position).xyz;
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[2451] | 62 | mNormal = mul(normal, worldI);
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[1049] | 63 | //mNormal *=-1;
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| 64 | //mNormal = normal;
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| 65 | otexCoord = texCoord;
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| 66 | }
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| 67 |
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| 68 |
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| 69 | void LocalizedMetalPS( float2 texCoord : TEXCOORD0,
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| 70 | float3 wPos : TEXCOORD1,
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| 71 | float3 mNormal : TEXCOORD2,
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| 72 | uniform float3 cameraPos,
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| 73 | uniform samplerCUBE CubeMap : register(s0),
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| 74 | uniform samplerCUBE DistanceMap : register(s1),
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| 75 | uniform float3 lastCenter,
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| 76 | uniform float3 lightPosition,
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| 77 | uniform float reflectivity,
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| 78 | uniform float3 phongColor,
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| 79 | out float4 Color :COLOR0)
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| 80 | {
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| 81 | Color = float4(1,1,1,1);
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| 82 |
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| 83 | //metallic reflection
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| 84 | mNormal = normalize(mNormal);
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| 85 |
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| 86 | float3 newTexCoord;
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| 87 | float3 mPos = wPos - lastCenter;
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| 88 | float3 V = normalize(wPos - cameraPos);
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[2451] | 89 |
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| 90 | #ifdef EFFECTS
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[1049] | 91 | float3 R = normalize(reflect( V, mNormal));
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| 92 |
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| 93 | newTexCoord = R;
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[2451] | 94 | #ifdef LOCALIZATION
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[1049] | 95 | newTexCoord = Hit(mPos, R, DistanceMap);
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[2451] | 96 | #endif
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[1049] | 97 | Color = readCubeMap(CubeMap, newTexCoord );
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| 98 |
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| 99 | //Color = 0.000000001 *Color + float4(mNormal, 1);
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| 100 |
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| 101 | float ctheta_in = dot(mNormal,R);
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| 102 | float ctheta_out = dot(mNormal,-V);
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| 103 |
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| 104 | float3 F = 0;
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| 105 |
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| 106 | if ( ctheta_in > 0 && ctheta_out > 0 )
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| 107 | {
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| 108 | float3 H1 = normalize(R - V); // felezõvektor
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| 109 | float cbeta = dot(H1,R);
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| 110 | F = F0 + (1-F0)*pow(1-cbeta,5);
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| 111 | }
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| 112 |
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| 113 | Color = Color * float4(F,1);
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| 114 |
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[2451] | 115 | #endif
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[1049] | 116 | //phong
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| 117 |
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| 118 | half3 light = lightPosition; //(lightPosition -wPos) ;// / 200.0;
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| 119 | V = -V;
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| 120 | half3 L = normalize(light);
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| 121 | half3 H = normalize(L+V);
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| 122 | half4 lighting = lit(dot(mNormal, L),dot(mNormal, H), 200);
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| 123 |
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| 124 | //addition
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| 125 | Color = Color * reflectivity + (1 - reflectivity) * (
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| 126 | (lighting.x * float4(phongColor * 0.2,1) +
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| 127 | lighting.y * float4(phongColor,1) +
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| 128 | lighting.z * float4(4,4,4,4) )) ;
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| 129 | }
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| 130 |
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| 131 | void MirrorPS( float2 texCoord : TEXCOORD0,
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| 132 | float3 wPos : TEXCOORD1,
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| 133 | float3 mNormal : TEXCOORD2,
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| 134 | uniform float3 cameraPos,
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| 135 | uniform samplerCUBE CubeMap : register(s0),
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| 136 | uniform samplerCUBE DistanceMap : register(s1),
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| 137 | uniform float3 lastCenter,
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| 138 | out float4 Color :COLOR0)
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| 139 | {
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| 140 |
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| 141 | Color = float4(1,1,1,1);
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| 142 |
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[2451] | 143 | #ifdef EFFECTS
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[1049] | 144 | //metallic reflection
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| 145 | mNormal = normalize(mNormal);
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| 146 |
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| 147 | float3 newTexCoord;
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| 148 | float3 mPos = wPos - lastCenter;
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| 149 | float3 V = normalize(wPos - cameraPos);
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| 150 | float3 R = normalize(reflect( V, mNormal));
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| 151 |
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| 152 | newTexCoord = R;
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[2451] | 153 | #ifdef LOCALIZATION
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[1049] | 154 | newTexCoord = Hit(mPos, R, DistanceMap);
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[2451] | 155 | #endif
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[1049] | 156 | Color = readCubeMap(CubeMap, newTexCoord );
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[2451] | 157 | #endif
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[1049] | 158 |
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| 159 | }
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| 160 |
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| 161 | void LampGlassPS( float2 texCoord : TEXCOORD0,
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| 162 | float3 wPos : TEXCOORD1,
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| 163 | float3 mNormal : TEXCOORD2,
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| 164 | uniform float3 cameraPos,
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| 165 | uniform samplerCUBE CubeMap : register(s0),
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| 166 | uniform samplerCUBE DistanceMap : register(s1),
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| 167 | uniform float3 lastCenter,
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| 168 | uniform float4 glasColor,
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| 169 | out float4 Color :COLOR0)
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| 170 | {
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| 171 |
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| 172 | Color = float4(1,1,1,1);
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| 173 |
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[2451] | 174 | #ifdef EFFECTS
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[1049] | 175 | //metallic reflection
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| 176 | mNormal = normalize(mNormal);
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| 177 |
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| 178 | float3 newTexCoord;
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| 179 | float3 mPos = wPos - lastCenter;
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| 180 | float3 V = normalize(wPos - cameraPos);
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| 181 | float3 R = normalize(reflect( V, mNormal));
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| 182 |
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| 183 | newTexCoord = R;
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[2451] | 184 | #ifdef LOCALIZATION
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[1049] | 185 | newTexCoord = Hit(mPos, R, DistanceMap);
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[2451] | 186 | #endif
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[1049] | 187 | Color = readCubeMap(CubeMap, newTexCoord );
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| 188 | Color.a = 1;
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[2451] | 189 | #endif
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[1049] | 190 | Color *= glasColor;
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| 191 |
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| 192 | } |
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