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258 lines
9.4 KiB
258 lines
9.4 KiB
2 years ago
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//==================================================================================================
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//
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// Physically Based Rendering Header for brushes and models
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//
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//==================================================================================================
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// Universal Constants
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static const float PI = 3.141592;
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static const float ONE_OVER_PI = 0.318309;
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static const float EPSILON = 0.00001;
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// Shlick's approximation of the Fresnel factor
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float3 fresnelSchlick(float3 F0, float cosTheta)
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{
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return F0 + (1.0 - F0) * pow(1.0 - cosTheta, 5.0);
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}
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// GGX/Towbridge-Reitz normal distribution function
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// Uses Disney's reparametrization of alpha = roughness^2
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float ndfGGX(float cosLh, float roughness)
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{
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float alpha = roughness * roughness;
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float alphaSq = alpha * alpha;
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float denom = (cosLh * cosLh) * (alphaSq - 1.0) + 1.0;
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return alphaSq / (PI * denom * denom);
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}
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// Single term for separable Schlick-GGX below
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float gaSchlickG1(float cosTheta, float k)
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{
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return cosTheta / (cosTheta * (1.0 - k) + k);
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}
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// Schlick-GGX approximation of geometric attenuation function using Smith's method
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float gaSchlickGGX(float cosLi, float cosLo, float roughness)
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{
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float r = roughness + 1.0;
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float k = (r * r) / 8.0; // Epic suggests using this roughness remapping for analytic lights
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return gaSchlickG1(cosLi, k) * gaSchlickG1(cosLo, k);
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}
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// Monte Carlo integration, approximate analytic version based on Dimitar Lazarov's work
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// https://www.unrealengine.com/en-US/blog/physically-based-shading-on-mobile
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float3 EnvBRDFApprox(float3 SpecularColor, float Roughness, float NoV)
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{
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const float4 c0 = { -1, -0.0275, -0.572, 0.022 };
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const float4 c1 = { 1, 0.0425, 1.04, -0.04 };
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float4 r = Roughness * c0 + c1;
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float a004 = min(r.x * r.x, exp2(-9.28 * NoV)) * r.x + r.y;
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float2 AB = float2(-1.04, 1.04) * a004 + r.zw;
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return SpecularColor * AB.x + AB.y;
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}
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// Compute the matrix used to transform tangent space normals to world space
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// This expects DirectX normal maps in Mikk Tangent Space http://www.mikktspace.com
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float3x3 compute_tangent_frame(float3 N, float3 P, float2 uv, out float3 T, out float3 B, out float sign_det)
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{
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float3 dp1 = ddx(P);
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float3 dp2 = ddy(P);
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float2 duv1 = ddx(uv);
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float2 duv2 = ddy(uv);
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sign_det = dot(dp2, cross(N, dp1)) > 0.0 ? -1 : 1;
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float3x3 M = float3x3(dp1, dp2, cross(dp1, dp2));
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float2x3 inverseM = float2x3(cross(M[1], M[2]), cross(M[2], M[0]));
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T = normalize(mul(float2(duv1.x, duv2.x), inverseM));
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B = normalize(mul(float2(duv1.y, duv2.y), inverseM));
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return float3x3(T, B, N);
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}
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float GetAttenForLight(float4 lightAtten, int lightNum)
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{
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#if (NUM_LIGHTS > 1)
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if (lightNum == 1) return lightAtten.y;
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#endif
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#if (NUM_LIGHTS > 2)
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if (lightNum == 2) return lightAtten.z;
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#endif
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#if (NUM_LIGHTS > 3)
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if (lightNum == 3) return lightAtten.w;
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#endif
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return lightAtten.x;
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}
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// Calculate direct light for one source
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float3 calculateLight(float3 lightIn, float3 lightIntensity, float3 lightOut, float3 normal, float3 fresnelReflectance, float roughness, float metalness, float lightDirectionAngle, float3 albedo)
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{
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// Lh
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float3 HalfAngle = normalize(lightIn + lightOut);
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float cosLightIn = max(0.0, dot(normal, lightIn));
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float cosHalfAngle = max(0.0, dot(normal, HalfAngle));
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// F - Calculate Fresnel term for direct lighting
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float3 F = fresnelSchlick(fresnelReflectance, max(0.0, dot(HalfAngle, lightOut)));
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// D - Calculate normal distribution for specular BRDF
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float D = ndfGGX(cosHalfAngle, roughness);
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// Calculate geometric attenuation for specular BRDF
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float G = gaSchlickGGX(cosLightIn, lightDirectionAngle, roughness);
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// Diffuse scattering happens due to light being refracted multiple times by a dielectric medium
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// Metals on the other hand either reflect or absorb energso diffuse contribution is always, zero
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// To be energy conserving we must scale diffuse BRDF contribution based on Fresnel factor & metalness
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#if SPECULAR
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// Metalness is not used if F0 map is available
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float3 kd = float3(1, 1, 1) - F;
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#else
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float3 kd = lerp(float3(1, 1, 1) - F, float3(0, 0, 0), metalness);
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#endif
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float3 diffuseBRDF = kd * albedo;
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// Cook-Torrance specular microfacet BRDF
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float3 specularBRDF = (F * D * G) / max(EPSILON, 4.0 * cosLightIn * lightDirectionAngle);
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#if LIGHTMAPPED && !FLASHLIGHT
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// Ambient light from static lights is already precomputed in the lightmap. Don't add it again
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return specularBRDF * lightIntensity * cosLightIn;
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#else
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return (diffuseBRDF + specularBRDF) * lightIntensity * cosLightIn;
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#endif
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}
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// Get diffuse ambient light
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float3 ambientLookupLightmap(float3 normal, float3 EnvAmbientCube[6], float3 textureNormal, float4 lightmapTexCoord1And2, float4 lightmapTexCoord3, sampler LightmapSampler, float4 g_DiffuseModulation)
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{
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float2 bumpCoord1;
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float2 bumpCoord2;
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float2 bumpCoord3;
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ComputeBumpedLightmapCoordinates(
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lightmapTexCoord1And2, lightmapTexCoord3.xy,
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bumpCoord1, bumpCoord2, bumpCoord3);
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float3 lightmapColor1 = LightMapSample(LightmapSampler, bumpCoord1);
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float3 lightmapColor2 = LightMapSample(LightmapSampler, bumpCoord2);
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float3 lightmapColor3 = LightMapSample(LightmapSampler, bumpCoord3);
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float3 dp;
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dp.x = saturate(dot(textureNormal, bumpBasis[0]));
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dp.y = saturate(dot(textureNormal, bumpBasis[1]));
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dp.z = saturate(dot(textureNormal, bumpBasis[2]));
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dp *= dp;
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float3 diffuseLighting = dp.x * lightmapColor1 +
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dp.y * lightmapColor2 +
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dp.z * lightmapColor3;
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float sum = dot(dp, float3(1, 1, 1));
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diffuseLighting *= g_DiffuseModulation.xyz / sum;
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return diffuseLighting;
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}
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float3 ambientLookup(float3 normal, float3 EnvAmbientCube[6], float3 textureNormal, float4 lightmapTexCoord1And2, float4 lightmapTexCoord3, sampler LightmapSampler, float4 g_DiffuseModulation)
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{
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#if LIGHTMAPPED
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return ambientLookupLightmap(normal, EnvAmbientCube, textureNormal, lightmapTexCoord1And2, lightmapTexCoord3, LightmapSampler, g_DiffuseModulation);
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#else
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return PixelShaderAmbientLight(normal, EnvAmbientCube);
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#endif
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}
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// Create an ambient cube from the envmap
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void setupEnvMapAmbientCube(out float3 EnvAmbientCube[6], sampler EnvmapSampler)
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{
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float4 directionPosX = { 1, 0, 0, 12 }; float4 directionNegX = {-1, 0, 0, 12 };
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float4 directionPosY = { 0, 1, 0, 12 }; float4 directionNegY = { 0,-1, 0, 12 };
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float4 directionPosZ = { 0, 0, 1, 12 }; float4 directionNegZ = { 0, 0,-1, 12 };
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EnvAmbientCube[0] = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionPosX).rgb;
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EnvAmbientCube[1] = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionNegX).rgb;
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EnvAmbientCube[2] = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionPosY).rgb;
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EnvAmbientCube[3] = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionNegY).rgb;
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EnvAmbientCube[4] = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionPosZ).rgb;
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EnvAmbientCube[5] = ENV_MAP_SCALE * texCUBElod(EnvmapSampler, directionNegZ).rgb;
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}
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#if PARALLAXOCCLUSION
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float2 parallaxCorrect(float2 texCoord, float3 viewRelativeDir, sampler depthMap, float parallaxDepth, float parallaxCenter)
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{
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float fLength = length( viewRelativeDir );
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float fParallaxLength = sqrt( fLength * fLength - viewRelativeDir.z * viewRelativeDir.z ) / viewRelativeDir.z;
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float2 vParallaxDirection = normalize( viewRelativeDir.xy );
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float2 vParallaxOffsetTS = vParallaxDirection * fParallaxLength;
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vParallaxOffsetTS *= parallaxDepth;
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// Compute all the derivatives:
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float2 dx = ddx( texCoord );
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float2 dy = ddy( texCoord );
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int nNumSteps = 20;
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float fCurrHeight = 0.0;
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float fStepSize = 1.0 / (float) nNumSteps;
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float fPrevHeight = 1.0;
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float fNextHeight = 0.0;
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int nStepIndex = 0;
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bool bCondition = true;
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float2 vTexOffsetPerStep = fStepSize * vParallaxOffsetTS;
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float2 vTexCurrentOffset = texCoord;
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float fCurrentBound = 1.0;
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float fParallaxAmount = 0.0;
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float2 pt1 = 0;
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float2 pt2 = 0;
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float2 texOffset2 = 0;
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while ( nStepIndex < nNumSteps )
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{
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vTexCurrentOffset -= vTexOffsetPerStep;
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// Sample height map which in this case is stored in the alpha channel of the normal map:
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fCurrHeight = parallaxCenter + tex2Dgrad( depthMap, vTexCurrentOffset, dx, dy ).a;
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fCurrentBound -= fStepSize;
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if ( fCurrHeight > fCurrentBound )
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{
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pt1 = float2( fCurrentBound, fCurrHeight );
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pt2 = float2( fCurrentBound + fStepSize, fPrevHeight );
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texOffset2 = vTexCurrentOffset - vTexOffsetPerStep;
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nStepIndex = nNumSteps + 1;
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}
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else
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{
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nStepIndex++;
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fPrevHeight = fCurrHeight;
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}
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} // End of while ( nStepIndex < nNumSteps )
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float fDelta2 = pt2.x - pt2.y;
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float fDelta1 = pt1.x - pt1.y;
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fParallaxAmount = (pt1.x * fDelta2 - pt2.x * fDelta1 ) / ( fDelta2 - fDelta1 );
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float2 vParallaxOffset = vParallaxOffsetTS * (1 - fParallaxAmount);
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// The computed texture offset for the displaced point on the pseudo-extruded surface:
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float2 texSample = texCoord - vParallaxOffset;
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return texSample;
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}
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#endif
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float3 worldToRelative(float3 worldVector, float3 surfTangent, float3 surfBasis, float3 surfNormal)
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{
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return float3(
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dot(worldVector, surfTangent),
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dot(worldVector, surfBasis),
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dot(worldVector, surfNormal)
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);
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}
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