[2514] | 1 | #define EFFECTS
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| 2 | #define LOCALIZATION
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[2451] | 3 |
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[1049] | 4 | //metal:
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| 5 | float3 n, k; // R 700 nm, G 550 nm, B 435 nm
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| 6 | float REDUCED_CUBEMAP_SIZE = 4;
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| 7 |
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| 8 | float3 F0;
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| 9 | /*
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| 10 |
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| 11 | if (iWhichMetal == 1) { // copper
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| 12 | n = float3(0.21f, 0.96f, 1.17f);
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| 13 | k = float3(4.16f, 2.57f, 2.32f); }
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| 14 | else if (iWhichMetal == 2) { // gold
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| 15 | n = float3(0.16f, 0.35f, 1.6f);
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| 16 | k = float3(3.98f, 2.71f, 1.92f); }
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| 17 | else if (iWhichMetal == 3) { // silver
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| 18 | n = float3(0.142f, 0.124f, 0.158f);
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| 19 | k = float3(4.52f, 3.33f, 2.32f); }
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| 20 | else if (iWhichMetal == 4) { // alu
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| 21 | n = float3(1.83f, 0.96f, 0.577f);
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| 22 | k = float3(8.31f, 6.69f, 5.288f); }
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| 23 |
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| 24 | */
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| 25 |
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| 26 | float4 readCubeMap(samplerCUBE cm, float3 coord)
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| 27 | {
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| 28 | float4 color = texCUBE( cm, float3(coord.xy, - coord.z) );
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| 29 | return color;
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| 30 | }
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| 31 |
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| 32 | float readDistanceCubeMap(samplerCUBE dcm, float3 coord)
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| 33 | {
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| 34 | float dist = texCUBE(dcm, float3(coord.xy, - coord.z)).r;
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| 35 | if(dist == 0) dist = 40; ///sky
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| 36 | return dist;
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| 37 | }
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| 38 |
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| 39 | /*
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| 40 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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| 41 | {
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| 42 |
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| 43 | float rl = readDistanceCubeMap(mp, R); // |r|
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| 44 |
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| 45 | float dp = rl - dot(x, R); // parallax
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| 46 |
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| 47 | float3 p = x + R * dp;
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| 48 | return p;
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| 49 | }*/
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| 50 |
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| 51 |
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| 52 |
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| 53 |
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| 54 | // This function is called several times.
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| 55 | float3 Hit( float3 x, float3 R, samplerCUBE mp )
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| 56 | {
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| 57 | float rl = readDistanceCubeMap( mp, R); // |r|
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| 58 |
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| 59 | float ppp = length( x ) / readDistanceCubeMap( mp, x); // |p|/|p|
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| 60 | float dun = 0, pun = ppp, dov = 0, pov = 0;
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| 61 | float dl = rl * ( 1 - ppp ); // eq. 2
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| 62 | float3 l = x + R * dl; // ray equation
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| 63 |
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| 64 | // iteration
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| 65 | for( int i = 0; i < 2; i++ ) // 2 !!!!!!!!!!!!!!!!!!!!!!!
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| 66 | {
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| 67 | float llp = length( l ) / readDistanceCubeMap( mp, l); // |l|/|l|
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| 68 | if ( llp < 0.999f ) // undershooting
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| 69 | {
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| 70 | dun = dl; pun = llp; // last undershooting
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| 71 | dl += ( dov == 0 ) ? rl * ( 1 - llp ) : // eq. 2
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| 72 | ( dl - dov ) * ( 1 - llp ) / ( llp - pov ); // eq. 3
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| 73 | } else if ( llp > 1.001f ) // overshooting
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| 74 | {
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| 75 | dov = dl; pov = llp; // last overshooting
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| 76 | dl += ( dl -dun ) * ( 1 - llp ) / ( llp - pun );// eq. 3
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| 77 | }
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| 78 | l = x + R * dl; // ray equation
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| 79 | }
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| 80 | return l; // computed hit point
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| 81 | }
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| 82 |
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| 83 | void LocalizedVS(float4 position : POSITION,
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| 84 | out float3 wPos : TEXCOORD1,
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| 85 | float2 texCoord : TEXCOORD0,
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| 86 | out float2 otexCoord : TEXCOORD0,
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| 87 | float3 normal : NORMAL,
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| 88 | out float3 mNormal : TEXCOORD2,
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| 89 | out float4 hPos : POSITION,
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| 90 | uniform float4x4 worldViewProj,
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| 91 | uniform float4x4 world,
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| 92 | uniform float4x4 worldIT)
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| 93 | {
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| 94 |
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| 95 | hPos = mul(worldViewProj, position);
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| 96 | wPos = mul(world, position).xyz;
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| 97 | mNormal = mul(normal, worldIT);
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| 98 | // mNormal = normal;
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| 99 | otexCoord = texCoord;
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| 100 | }
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| 101 | //////////////
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| 102 | //Localized reflection
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| 103 | //////////////
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| 104 | void LocalizedPS( float2 texCoord : TEXCOORD0,
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| 105 | float3 wPos : TEXCOORD1,
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| 106 | float3 mNormal : TEXCOORD2,
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| 107 | uniform float3 cameraPos,
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| 108 | uniform samplerCUBE CubeMap : register(s0),
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| 109 | uniform samplerCUBE DistanceMap : register(s1),
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| 110 | uniform float3 lastCenter,
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| 111 | uniform float3 lightPosition,
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| 112 | out float4 Color :COLOR0)
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| 113 | {
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| 114 |
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| 115 | Color = float4(1,1,1,1);
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| 116 |
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| 117 | mNormal = normalize(mNormal);
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| 118 | float3 RR, TT;
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| 119 | float3 mPos = wPos - lastCenter;
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| 120 | float3 V = normalize(wPos - cameraPos);
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| 121 | float3 R = normalize(reflect( V, mNormal));
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| 122 |
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| 123 | float3 T = normalize(refract(V, mNormal, 0.9));
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| 124 |
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| 125 | RR = R; TT = T;
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| 126 |
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| 127 | //RR += 0.000001 * lastCenter.x;
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| 128 |
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| 129 | RR = Hit(mPos, R, DistanceMap);
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| 130 | TT = Hit(mPos, T, DistanceMap);
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| 131 |
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| 132 | float4 reflectcolor = readCubeMap(CubeMap, RR );
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| 133 | float4 refractcolor = readCubeMap(CubeMap, TT );
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| 134 |
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| 135 | float cos_theta = -dot(V, mNormal);
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| 136 | float sFresnel = 0.2;
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| 137 | float F = (sFresnel + pow(1-cos_theta, 5.0f) * (1-sFresnel));
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| 138 |
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| 139 |
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| 140 | Color = (F * reflectcolor + (1-F) * refractcolor) ;
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| 141 | }
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| 142 |
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| 143 |
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| 144 |
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| 145 | //////////////
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| 146 | //Metal
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| 147 | //////////////
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| 148 | void LocalizedMetalPS( float2 texCoord : TEXCOORD0,
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| 149 | float3 wPos : TEXCOORD1,
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| 150 | float3 mNormal : TEXCOORD2,
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| 151 | uniform float3 cameraPos,
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| 152 | uniform samplerCUBE CubeMap : register(s0),
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| 153 | uniform samplerCUBE DistanceMap : register(s1),
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| 154 | uniform float3 lastCenter,
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| 155 | uniform float3 lightPosition,
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| 156 | out float4 Color :COLOR0)
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| 157 | {
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| 158 |
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| 159 | Color = float4(1,1,1,1);
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| 160 |
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| 161 | mNormal = normalize(mNormal);
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| 162 | float3 newTexCoord;
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| 163 | float3 mPos = wPos - lastCenter;
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| 164 | float3 V = normalize(wPos - cameraPos);
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[2451] | 165 |
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[1049] | 166 | float3 R = normalize(reflect( V, mNormal));
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| 167 |
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[2451] | 168 | #ifdef EFFECTS
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[1049] | 169 | newTexCoord = R;
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[2451] | 170 | #ifdef LOCALIZATION
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[1049] | 171 | newTexCoord = Hit(mPos, R, DistanceMap);
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[2451] | 172 | #endif
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[1049] | 173 | Color = readCubeMap(CubeMap, newTexCoord );
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[2451] | 174 | #else
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| 175 | Color = 1;
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| 176 | #endif
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| 177 |
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[1049] | 178 | //Color = float4(mNormal + lastCenter.x*0.0000001, 1);
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| 179 |
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| 180 | float ctheta_in = dot(mNormal,R);
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| 181 | float ctheta_out = dot(mNormal,-V);
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| 182 |
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| 183 | float3 F = 0;
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| 184 |
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| 185 | // F,P,G számítása
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| 186 | if ( ctheta_in > 0 && ctheta_out > 0 )
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| 187 | {
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| 188 | float3 H = normalize(R - V); // felezõvektor
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| 189 | float cbeta = dot(H,R);
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| 190 | //F = ( (n-1)*(n-1) + pow(1-cbeta,5) * 4*n + k*k) / ( (n+1)*(n+1) + k*k );
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| 191 | //float3 F0 = ((n-1)*(n-1) + k*k) / ( (n+1)*(n+1) + k*k );
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| 192 | //float3 F1 = float3(1.0f,1.0f,1.0f) - F0;
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| 193 | F = F0 + (1-F0)*pow(1-cbeta,5);
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| 194 | }
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| 195 |
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[2451] | 196 | Color = Color * float4(F,1);
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[1049] | 197 | //Color = length(lastCenter.xyz) * 0.1;
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| 198 | }
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| 199 | //////////////
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| 200 | //PhotonMap
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| 201 | //////////////
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| 202 | /*void PhotonMapPS( float2 texCoord : TEXCOORD0,
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| 203 | float3 wPos : TEXCOORD1,
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| 204 | float3 mNormal : TEXCOORD2,
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| 205 | uniform float3 cameraPos,
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| 206 | uniform samplerCUBE UVMap : register(s0),
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| 207 | uniform samplerCUBE DistanceMap : register(s1),
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| 208 | uniform float3 lastCenter,
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| 209 | out float4 Color :COLOR0)
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| 210 | {
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| 211 |
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| 212 | Color = float4(1,1,1,1);
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| 213 |
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| 214 | mNormal = normalize(mNormal);
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| 215 | float3 newTexCoord;
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| 216 | float3 mPos = wPos - lastCenter;
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| 217 | float3 V = normalize(wPos - cameraPos);
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| 218 | float3 R = normalize(reflect( V, mNormal));
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| 219 |
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| 220 | newTexCoord = R;
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| 221 |
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| 222 | newTexCoord = Hit(mPos, R, DistanceMap);
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| 223 |
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| 224 | Color = readCubeMap(UVMap, newTexCoord );
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| 225 | //Color = float4(1,0,0,1);
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| 226 | }*/
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| 227 |
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| 228 | float4 PhotonMapCausticPS( float2 texCoord : TEXCOORD0,
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| 229 | float3 wPos : TEXCOORD1,
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| 230 | float3 mNormal : TEXCOORD2,
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| 231 | uniform float3 cameraPos,
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| 232 | uniform samplerCUBE DistanceMap : register(s0),
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| 233 | uniform float3 lastCenter):COLOR0
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| 234 | {
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| 235 |
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| 236 | float4 Color = float4(1,1,1,1);
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| 237 |
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| 238 | mNormal = normalize(mNormal);
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| 239 | float3 newTexCoord;
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| 240 | float3 mPos = wPos - lastCenter;
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| 241 | float3 V = normalize(wPos - cameraPos);
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| 242 | float3 R = normalize(reflect( V, mNormal ));
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| 243 |
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| 244 | newTexCoord = R;
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| 245 |
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| 246 | newTexCoord = Hit(mPos, R, DistanceMap);
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| 247 |
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| 248 | Color = float4(normalize(newTexCoord),1);
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| 249 |
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| 250 | //Color = 0.0001 * Color + float4(0,0,1,1);
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| 251 | //Color += 0.0001 * lastCenter.x;
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| 252 | //if(dot(V,mNormal)>0)
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| 253 | //{
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| 254 | // Color = float4(1,0,0,0);
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| 255 | //}
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| 256 | return Color;
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| 257 | }
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| 258 |
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| 259 | void PhotonMapSoftShadowPS( float2 texCoord : TEXCOORD0,
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| 260 | float3 wPos : TEXCOORD1,
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| 261 | float3 mNormal : TEXCOORD2,
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| 262 | uniform float3 cameraPos,
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| 263 | uniform samplerCUBE DistanceMap : register(s0),
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| 264 | uniform float3 lastCenter,
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| 265 | out float4 Color :COLOR0)
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| 266 | {
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| 267 |
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| 268 | Color = float4(1,1,1,1);
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| 269 |
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| 270 | mNormal = normalize(mNormal);
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| 271 | float3 newTexCoord;
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| 272 | float3 mPos = wPos - lastCenter;
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| 273 | float3 V = normalize(wPos - cameraPos);
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| 274 | newTexCoord = V;
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| 275 |
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| 276 | newTexCoord = Hit(mPos, V, DistanceMap);
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| 277 |
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| 278 | Color = float4(normalize(newTexCoord),1);
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| 279 | }
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| 280 |
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| 281 | /////////////////////
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| 282 | ///// Diffuse
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| 283 | ///////////////////
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| 284 |
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| 285 | float4 GetContibution(float3 L, float3 pos, float3 N, float3 V, samplerCUBE SmallEnvMapSampler, samplerCUBE DistanceEnvMapSampler) // Phong-Blinn
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| 286 | // L: a hossza lényeges (az egységkocka faláig ér)
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| 287 | {
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| 288 | REDUCED_CUBEMAP_SIZE = 4;
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| 289 |
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| 290 | float kd = 0.3; // 0.3
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| 291 | float ks = 0; // 0.5
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| 292 | float shininess = 10;
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| 293 |
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| 294 | float l = length(L);
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| 295 | L = normalize(L);
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| 296 |
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| 297 | //dw
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| 298 | float dw = 4 / (REDUCED_CUBEMAP_SIZE*REDUCED_CUBEMAP_SIZE*l*l*l + 4/3.1416f);
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| 299 | //Lin
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| 300 | float4 Lin = readCubeMap(SmallEnvMapSampler, L);
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| 301 | //r
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| 302 | float doy = readDistanceCubeMap(DistanceEnvMapSampler, L);
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| 303 | float dxy = length(L * doy - pos);
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| 304 |
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| 305 | //dws
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| 306 | float dws = (doy*doy * dw) / (dxy*dxy*(1 - dw/3.1416f) + doy*doy*dw/3.1416f); // localization:
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| 307 | //float dws = dw;
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| 308 |
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| 309 | //L = L * doy - pos; // L: x->y, az objektumtól induljon, ne a középpontból
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| 310 | L = normalize(L);
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| 311 | float3 H = normalize(L + V); // felezõvektor
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| 312 |
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| 313 | float a = kd * max(dot(N,L),0) +
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| 314 | ks * pow(max(dot(N,H),0), shininess); // diffuse + specular
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| 315 |
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| 316 | // 1.: eddigi
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| 317 | //return Lin * a * dws;
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| 318 |
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| 319 | float ctheta_in = dot(N,L);
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| 320 | float ctheta_out = dot(N,V);
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| 321 |
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| 322 | return Lin * a * dws;
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| 323 | }
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| 324 |
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| 325 | void DiffuseVS( float4 position : POSITION,
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| 326 | float3 normal : NORMAL,
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| 327 | float2 Tex : TEXCOORD0,
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| 328 | uniform float4x4 worldViewProj,
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| 329 | uniform float4x4 world,
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| 330 | //uniform float3 lastCenter, //LI//
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| 331 | out float4 hposition : POSITION,
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| 332 | out float2 oTex : TEXCOORD0,
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| 333 | out float3 Normal : TEXCOORD1,
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| 334 | out float3 pos : TEXCOORD2 )
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| 335 | {
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| 336 | pos = /*lastCenter + 0.01 * */mul( world, position ).xyz;
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| 337 | Normal = normal;
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| 338 | oTex = Tex;
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| 339 | hposition = mul( worldViewProj, position );
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| 340 | }
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| 341 |
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| 342 |
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| 343 | float4 DiffusePS( float2 Tex : TEXCOORD0,
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| 344 | float3 pos : TEXCOORD1,
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| 345 | float3 N : TEXCOORD2,
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| 346 | uniform float3 cameraPos,
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| 347 | uniform float3 lastCenter, //LI//
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| 348 | uniform half3 lightPosition,
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| 349 | uniform samplerCUBE SmallEnvMapSampler : register(s0),
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| 350 | uniform samplerCUBE DistanceEnvMapSampler : register(s1),
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| 351 | uniform sampler2D ColorTexture : register(s2)
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| 352 | ) : COLOR0
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| 353 | {
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| 354 | REDUCED_CUBEMAP_SIZE = 8;
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| 355 |
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| 356 | //V = /*-*/normalize( V );
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| 357 | float3 V = normalize(pos - cameraPos); //
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| 358 | N = normalize( N );
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| 359 | float3 R = reflect(V, N);
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| 360 | pos -= lastCenter;
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| 361 |
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| 362 |
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| 363 | //return float4(N,1);
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| 364 | //return float4(V,1);
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| 365 | //return float4(R,1);
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| 366 |
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| 367 | //return readCubeMap(SmallEnvMapSampler,R);
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| 368 |
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| 369 | //pos.xy += float2(1.0/LIGHT_TEXTURE_SIZE, -1.0/LIGHT_TEXTURE_SIZE); // eltolás a pixel/texel középpontba
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| 370 | // x, y = -1..1
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| 371 | // z = 1
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| 372 |
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| 373 | float4 intens = 0;
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| 374 | /*
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| 375 | intens += GetContibution( R, pos, N, V, SmallEnvMapSampler);
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| 376 | intens = readCubeMap(SmallEnvMapSampler, R);
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| 377 | return intens;*/
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| 378 |
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| 379 | for (int x = 0; x < REDUCED_CUBEMAP_SIZE; x++) // az envmap minden texelére
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| 380 | for (int y = 0; y < REDUCED_CUBEMAP_SIZE; y++)
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| 381 | //int x = 0; // az envmap 1 texelére
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| 382 | //int y = 0;
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| 383 | //if (x==LIGHT_TEXTURE_SIZE/2 && y==LIGHT_TEXTURE_SIZE/2)
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| 384 | {
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| 385 | // intenzitás kiolvasása az adott texelbõl
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| 386 |
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| 387 | float2 p, tpos;
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| 388 | tpos.x = x/(float)REDUCED_CUBEMAP_SIZE; // 0..1
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| 389 | tpos.y = y/(float)REDUCED_CUBEMAP_SIZE; // 0..1
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| 390 | tpos.xy += float2(0.5/REDUCED_CUBEMAP_SIZE, 0.5/REDUCED_CUBEMAP_SIZE); // az adott texel középpont uv koordinátái
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| 391 |
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| 392 | p.x = tpos.x;
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| 393 | p.y = 1-tpos.y;
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| 394 | p.xy = 2*p.xy - 1; // -1..1 // az adott texel középpont pozíciója
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| 395 |
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| 396 | float3 L;
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| 397 |
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| 398 | L = float3(p.x, p.y, 1);
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| 399 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 400 |
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| 401 | L = float3(p.x, p.y, -1);
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| 402 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 403 |
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| 404 | L = float3(p.x, 1, p.y);
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| 405 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 406 |
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| 407 | L = float3(p.x, -1, p.y);
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| 408 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 409 |
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| 410 | L = float3(1, p.x, p.y);
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| 411 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 412 |
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| 413 | L = float3(-1, p.x, p.y);
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| 414 | intens += GetContibution( L, pos, N, V, SmallEnvMapSampler, DistanceEnvMapSampler);
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| 415 | }
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| 416 |
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| 417 | float4 retColor = intens;
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| 418 | retColor *= tex2D(ColorTexture, Tex);
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| 419 | return retColor;
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| 420 | } |
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