1 | #define EFFECTS
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2 |
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3 | float4x4 world_I;
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4 | int REDUCED_CUBEMAP_SIZE = 8;
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5 |
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6 |
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7 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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8 | {
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9 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
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10 | return color;
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11 | }
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12 |
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13 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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14 | {
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15 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).r;
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16 | if(dist == 0) dist = 4000; ///sky
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17 | return dist;
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18 | }
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19 |
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20 | // This function is called several times.
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21 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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22 | {
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23 | float rl = readDistanceCubeMap( mp, R); // |r|
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24 |
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25 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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26 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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27 | float dl = rl * ( 1 - ppp ); // eq. 2
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28 | float3 l = x + R * dl; // ray equation
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29 |
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30 | // iteration
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31 | for( int i = 0; i < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
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32 | {
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33 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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34 | if ( llp < 0.999f ) // undershooting
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35 | {
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36 | dun = dl; pun = llp; // last undershooting
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37 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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38 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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39 | } else if ( llp > 1.001f ) // overshooting
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40 | {
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41 | dov = dl; pov = llp; // last overshooting
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42 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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43 | }
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44 | l = x + R * dl; // ray equation
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45 | }
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46 | return l; // computed hit point
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47 | }
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48 |
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49 | float4 GetContibution(float3 L, float3 pos, float3 N, float3 V, samplerCUBE SmallEnvMapSampler, samplerCUBE DistanceEnvMapSampler) // Phong-Blinn
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50 | // L: a hossza lényeges (az egységkocka faláig ér)
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51 | {
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52 | REDUCED_CUBEMAP_SIZE = 4;
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53 | float mindist = 1.0;
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54 |
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55 | float kd = 0.3; // 0.3
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56 | float ks = 0; // 0.5
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57 | float shininess = 10;
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58 |
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59 | float l = length(L);
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60 | L = normalize(L);
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61 |
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62 | //dw
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63 | float dw = 4 / (REDUCED_CUBEMAP_SIZE*REDUCED_CUBEMAP_SIZE*l*l*l + 4/3.1416f);
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64 | //Lin
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65 | float4 Lin = readCubeMap(SmallEnvMapSampler, L);
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66 | //r
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67 | float doy = readDistanceCubeMap(DistanceEnvMapSampler, L);
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68 | float dxy = length(L * doy - pos);
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69 |
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70 | dxy = max(mindist, dxy);
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71 |
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72 |
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73 | //dws
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74 | float dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
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75 | //float dws = dw;
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76 |
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77 | //L = L * doy - pos; // L: x->y, az objektumtól induljon, ne a középpontból
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78 | L = normalize(L);
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79 | float3 H = normalize(L + V); // felezõvektor
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80 |
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81 | float a = kd * max(dot(N,L),0) +
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82 | ks * pow(max(dot(N,H),0), shininess); // diffuse + specular
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83 |
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84 | // 1.: eddigi
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85 | //return Lin * a * dws;
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86 |
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87 | float ctheta_in = dot(N,L);
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88 | float ctheta_out = dot(N,V);
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89 |
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90 | return Lin * a * dws;
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91 | }
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92 |
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93 | void DiffuseVS(float4 position : POSITION,
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94 | float3 normal : NORMAL,
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95 | half3 tangent : TEXCOORD1,
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96 | float2 texCoord : TEXCOORD0,
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97 | out float2 otexCoord : TEXCOORD0,
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98 | out float3 wPos : TEXCOORD1,
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99 | out float3 mNormal : TEXCOORD2,
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100 | out half3 Tangent : TEXCOORD3,
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101 | out half3 Binormal : TEXCOORD4,
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102 | out float4 hPos : POSITION,
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103 | uniform float4x4 worldViewProj,
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104 | uniform float4x4 world)
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105 | {
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106 |
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107 | hPos = mul(worldViewProj, position);
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108 | wPos = mul(world, position).xyz;
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109 | mNormal = normalize(mul(normal, world_I));
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110 | otexCoord = texCoord;
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111 | Tangent = normalize(mul(tangent, world_I));
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112 | Binormal = cross(tangent, normal);
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113 | }
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114 |
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115 | float4 DiffusePS( float2 Tex : TEXCOORD0,
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116 | float3 pos : TEXCOORD1,
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117 | float3 N : TEXCOORD2,
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118 | half3 Tangent : TEXCOORD3,
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119 | half3 Binormal : TEXCOORD4,
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120 | uniform float3 cameraPos,
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121 | uniform float3 lastCenter,
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122 | uniform half4 lightPosition,
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123 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
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124 | uniform samplerCUBE DistanceEnvMapSampler : register(s1),
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125 | uniform sampler2D ColorTexture : register(s2),
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126 | uniform sampler2D NormalMap : register(s3)
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127 | ) : COLOR0
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128 | {
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129 | REDUCED_CUBEMAP_SIZE = 4;
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130 |
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131 | Tangent = normalize(Tangent);
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132 | N = normalize(N);
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133 | Binormal = normalize(Binormal);
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134 | //V = /*-*/normalize( V );
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135 | float3 V = normalize(pos - cameraPos); //
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136 |
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137 | float3x3 ModelToTangent = float3x3(Tangent, Binormal, N);
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138 | half3 tNormal = tex2D(NormalMap, Tex).rgb;
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139 |
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140 | N = normalize(mul(tNormal, ModelToTangent ));
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141 |
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142 | float3 R = reflect(V, N);
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143 | pos -= lastCenter;
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144 |
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145 | float4 intens = 0;
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146 |
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147 | #ifdef EFFECTS
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148 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE; x++) // az envmap minden texelére
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149 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE; y++)
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150 | {
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151 | // intenzitás kiolvasása az adott texelbõl
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152 |
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153 | float2 p, tpos;
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154 | tpos.x = x/(float)REDUCED_CUBEMAP_SIZE; // 0..1
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155 | tpos.y = y/(float)REDUCED_CUBEMAP_SIZE; // 0..1
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156 | tpos.xy += float2(0.5/REDUCED_CUBEMAP_SIZE, 0.5/REDUCED_CUBEMAP_SIZE); // az adott texel középpont uv koordinátái
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157 |
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158 | p.x = tpos.x;
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159 | p.y = 1-tpos.y;
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160 | p.xy = 2*p.xy - 1; // -1..1 // az adott texel középpont pozíciója
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161 |
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162 | float3 L;
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163 |
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164 | L = float3(p.x, p.y, 1);
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165 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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166 |
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167 | L = float3(p.x, p.y, -1);
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168 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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169 |
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170 | L = float3(p.x, 1, p.y);
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171 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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172 |
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173 | L = float3(p.x, -1, p.y);
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174 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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175 |
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176 | L = float3(1, p.x, p.y);
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177 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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178 |
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179 | L = float3(-1, p.x, p.y);
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180 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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181 | }
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182 |
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183 | #endif
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184 | half3 light = lightPosition.xyz;
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185 | half3 L = normalize(light);
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186 | half3 H = normalize(L - V);
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187 | half4 lighting = lit(dot(N, L),dot(N, H), 20);
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188 |
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189 | float4 retColor = intens;
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190 | float4 texColor = tex2D(ColorTexture, Tex);
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191 | #ifdef EFFECTS
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192 |
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193 | retColor = intens * texColor * 1.5
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194 | + lighting.y * texColor * 0.15
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195 | + lighting.z * 0.15
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196 | ;
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197 | #else
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198 | retColor =lighting.y * texColor
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199 | + lighting.z;
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200 | #endif
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201 | return retColor;
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202 | } |
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