float4 readCubeMap(samplerCUBE cm, float3 coord) { float4 color = texCUBElod( cm, float4(coord.xy, - coord.z,0) ); return color; } float readDistanceCubeMap(samplerCUBE dcm, float3 coord) { float dist = texCUBElod(dcm, float4(coord.xy, - coord.z,0)).a; return dist; } #define MAX_LIN_ITERATIONCOUNT 50 //80 #define MIN_LIN_ITERATIONCOUNT 15 //60 #define SECANT_ITERATIONCOUNT 1 #define MAX_RAY_DEPTH 4 void linearSearch( float3 x, float3 R, float3 N, samplerCUBE mp, out float3 p, out float dl, out float dp, out float llp, out float ppp) { float3 Ra = abs(R), xa = abs(x); float xm = max(max(xa.x,xa.y),xa.z); float Rm = max(max(Ra.x,Ra.y),Ra.z); float a = xm / Rm; int shootL = 0, shootP = 0; bool found = false; float dt = length(x / xm - R / Rm) * MAX_LIN_ITERATIONCOUNT; dt = max(dt, MIN_LIN_ITERATIONCOUNT); dt = 1.0 / dt; float t = 0.01;//dt; float pa; //Linear iteration while(t <= 1.0 && !found) { dp = a * t / (1 - t); p = x + R * dp; pa = readDistanceCubeMap(mp, p); if(pa > 0) { ppp = length(p) / pa; if(ppp < 1) shootP = -1; else shootP = 1; if(shootL * shootP == -1) found = true; else { shootL = shootP; dl = dp; llp = ppp; } } else shootL = 0; t += dt; } if(!found) p = float3(0,0,0); } void secantSearch(float3 x, float3 R, samplerCUBE mp, float dl, float dp, float llp, float ppp, out float3 p) { for(int i= 0; i < SECANT_ITERATIONCOUNT; i++) { float dnew; dnew = dl + (dp - dl) * (1 - llp) / (ppp - llp); p = x + R * dnew; half pppnew = length(p) / readDistanceCubeMap(mp, p); if(pppnew < 1) { llp = pppnew; dl = dnew; } else { ppp = pppnew; dp = dnew; } } } float3 Hit(float3 x, float3 R, float3 N, samplerCUBE mp1, samplerCUBE mp2, samplerCUBE mp3Color, samplerCUBE mp3Dist, out float4 Il, out float3 Nl) { float dl1 = 0, dp1, llp1, ppp1; float3 p1; linearSearch(x, R, N, mp1, p1, dl1, dp1, llp1, ppp1); float dl2 = 0, dp2, llp2, ppp2; float3 p2; linearSearch(x, R, N, mp2, p2, dl2, dp2, llp2, ppp2); bool valid1 = dot(p1,p1) != 0; bool valid2 = dot(p2,p2) != 0; float dl, dp, llp, ppp; float3 p; if(!valid1 && ! valid2) { linearSearch(x, R, N, mp3Dist, p, dl, dp, llp, ppp); Il.a = 1; secantSearch(x, R, mp3Dist, dl, dp, llp, ppp, p); Il.rgb = Nl.rgb = readCubeMap(mp3Color, p).rgb; } else { if( !valid2 || (valid1 && dp1 < dp2)) { secantSearch(x, R, mp1, dl1, dp1, llp1, ppp1, p1); Il.rgb = Nl.rgb = readCubeMap(mp1, p1).rgb; p = p1; } else { secantSearch(x, R, mp2, dl2, dp2, llp2, ppp2, p2); Il.rgb = Nl.rgb = readCubeMap(mp2, p2).rgb; p = p2; } Il.a = 0; } return p; } struct Shaded_OUT { float4 vPos : POSITION; float4 wNormal : TEXCOORD0; float4 wPos : TEXCOORD1; }; float4 MultipleReflectionPS(Shaded_OUT IN, uniform samplerCUBE CubeMap : register(s0), uniform samplerCUBE DistanceMap : register(s1), uniform samplerCUBE NormDistMap1 : register(s2), uniform samplerCUBE NormDistMap2 : register(s3), uniform float3 cameraPos, uniform float3 lastCenter) : COLOR0 { float4 I = float4(0,0,0,0); float3 N = normalize(IN.wNormal.xyz); float3 x = IN.wPos.xyz - lastCenter; float3 V = (IN.wPos.xyz - cameraPos); V = normalize(V); float3 l; //return readCubeMap(NormDistMap2, x).a /2.0 + 0.000000000001 * x.x; int depth = 0; while(depth < MAX_RAY_DEPTH) { float3 R; R = normalize(reflect( V, N)); float3 Nl; float4 Il = 0; l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl); if(Il.a == 0) { depth += 1; } else { I = Il; depth = MAX_RAY_DEPTH; } x = l; N = Nl; V = R; } if(I.a == 0) I = readCubeMap(CubeMap, l); return I; } float4 MultipleRefractionPS(Shaded_OUT IN, uniform samplerCUBE CubeMap : register(s0), uniform samplerCUBE DistanceMap : register(s1), uniform samplerCUBE NormDistMap1 : register(s2), uniform samplerCUBE NormDistMap2 : register(s3), uniform float3 cameraPos, uniform float3 lastCenter, uniform float sFresnel, uniform float refIndex ) : COLOR0 { float4 I = float4(0,0,0,0); float3 N = normalize(IN.wNormal.xyz); float3 x = IN.wPos.xyz - lastCenter; float3 V = (IN.wPos.xyz - cameraPos); V = normalize(V); float F; int depth = 0; F = sFresnel + pow(1 - dot(N, -V), 5) * (1 - sFresnel); while(depth < MAX_RAY_DEPTH) { float3 R; float ri = refIndex; if(dot(V,N) > 0) { ri = 1.0 / ri; N = -N; } R = refract( V, N, ri); if(dot(R,R) == 0) R = reflect( V, N); float3 Nl; float4 Il; float3 l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl); if(Il.a == 0) { //I = readCubeMap(CubeMap, l); depth += 1; } else { I = Il; depth = MAX_RAY_DEPTH; } x = l; N = normalize(Nl); V = R; } I *= (1.0 - F); return I; } float4 MultipleRefractionPhotonMap_PS(Shaded_OUT IN, uniform samplerCUBE DistanceMap : register(s0), uniform samplerCUBE NormDistMap1 : register(s1), uniform samplerCUBE NormDistMap2 : register(s2), uniform samplerCUBE CubeMap : register(s3), //NOT USED uniform float3 cameraPos, uniform float3 lastCenter, uniform float refIndex) : COLOR0 { float4 I = 0; float3 N = normalize(IN.wNormal.xyz); float3 x = IN.wPos.xyz - lastCenter; float3 V = (IN.wPos.xyz - cameraPos); V = normalize(V); int depth = 0; float3 l; while(depth < MAX_RAY_DEPTH) { float3 R; float ri = refIndex; if(dot(V,N) > 0) { ri = 1.0 / ri; N = -N; } R = refract( V, N, ri); if(dot(R,R) == 0) R = reflect( V, N); float3 Nl; float4 Il; l = Hit(x, R, N, NormDistMap1, NormDistMap2, CubeMap, DistanceMap, Il, Nl); if(Il.a == 0) { depth += 1; } else { I = Il; depth = MAX_RAY_DEPTH; } x = l; N = normalize(Nl); V = R; } if(I.a == 0) I = 0; else I = float4(l,1); return I; }