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