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@ -1,252 +1,252 @@
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vec3 foregroundColor = vec3(.0841, .5329, .9604);
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#define _DEBUG_BREAK {gl_FragColor=vec4(1,0,0,1); return;}
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#define REFRACTION normalize(eta*W + (eta*c1 - sqrt(1.-eta*eta*(1.-c1*c1)))*N)
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vec3 foregroundColor = vec3(.0841, .5329, .9604);
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vec3 groundColor = vec3(.2, .3, .5);
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vec4 groundSpecular = vec4(.71, .71, .71, 10.);
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uniform float uTime;// TIME, IN SECONDS
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uniform int flags;
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//FLAGS 0-TEX, 1-RT, 2-MOVED, 3-FLASH, 4-TEX_ROT, 5-CLOUD
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uniform vec4 rot; //ROTATION VALUES USED TO CALCULATE TRANSFORMATION MATRIX
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//rot=[cosx, sinx, cosy, siny], x, y BING ROTATED ANGLE
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uniform int f_tex, f_rt, f_moved;
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uniform float dFL; //DELTA on FOCAL LENGTH
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uniform vec3 fDir;//Flash light direction
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varying vec3 vPos;// -1 < vPos.x < +1
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// -1 < vPos.y < +1
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// vPos.z == 0
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uniform mat3 transformation, invTr;
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uniform vec3 Ambient[ns], Diffuse[ns];
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uniform vec4 Specular[ns];
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uniform float ks[ns], kr[ns], kf[ns];
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uniform vec4 Sph[ns];
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uniform sampler2D uSampler[ns];
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const float kf_air = 1.000293;
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varying vec3 vPos;
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float fl=3.;//ORIGINAL FOCAL LENGTH
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const float pi=3.14159265359;
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const float _2pi=2.*pi;
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const int n_ref=5; //<<=======***********************MAX NUMBER OF RAY TRACING RECURRSIONS. INCREASE IT IF YOUR GRAPHICS CARD CAN HANDLE.****************************
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//const int ns=4; ns is added from .js
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vec4 Sph[ns];
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uniform sampler2D uSampler[ns];
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vec3 Ambient[ns];
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vec3 Diffuse[ns];
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vec4 Specular[ns];
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float ks[ns];
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struct Sphere{ //UPDATED SPHERE STRUCTURE THAT SUPPORTS TRANSPARENCY.(UNUSED)
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vec4 Pos;
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vec3 Ambient;
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vec3 Diffuse;
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vec4 Specular;
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int textureid;
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float ks, kt;
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};
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struct RT{ //STACK FOR RECURSIVE RAY TRACING.
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vec3 color;
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float ks;
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// vec3 colorr;
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// float kt;
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// vec3 ptr;
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// vec3 normal;
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} stack[n_ref];
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bool getflag(int flag,int bit){
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float shifted = float(int(float(flag)/ pow(2.,float(bit))));
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return fract(shifted/2.)>0.;
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/***********PLEASE DO INCREASE n_ref(RT DEPTH) FOR BETTER RESULTS************/
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/*---->*/const int n_ref=31; //2^n-1 because each hit now spawn at most 2 rays.
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/**BUT BE CAUTIOUS IF YOU DON'T HAVE A DECENT GRAPHICS CARD (below GTX 950M)**/
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const int max_stack = (n_ref+1)/4;
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vec3 scolor = vec3(0,0,0); //Actually 2^n_ref
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struct Ray{
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vec3 V;
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vec3 W;
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float kf, cumulativeK;
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} stack1[max_stack], stack2[max_stack];
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bool modulo2(int n){
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return n-2*(n/2) == 1;
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}
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float clampv(float val,float l,float h){
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return val<l?l:val>h?h:val;
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vec2 getTextCoord(vec3 tex_sph, float R){
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float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
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if(tex_sph.x>0.)
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tex_x=pi-tex_x;
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tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x=tex_x+float(uTime);
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float quo=float(int(tex_x/_2pi));
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tex_x=tex_x/_2pi - quo;
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return vec2(tex_x,((R-tex_sph.y)/(2.*R)));
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}
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void main(){
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////////////////////////////////////////////////
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//
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// HERE, FOR YOUR HOMEWORK, YOU CAN WRITE ANY
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// CODE YOU LIKDEFINE A COLOR FOR THIS FRAGMENT.
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// LIGHT DIRECTION AND COLOR
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//* I USED LDir AS LIGHT POSITION
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//* I NORMALIZED IT AFTER GETTING THE
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//* DIRECTION BY SUBTRACTING IT FROM THE POINT
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vec3 LDir=vec3(.5,.5,.5);
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vec3 LCol=vec3(1.,1.,1.);
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// SPHERE
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Sph[3]=vec4(.9*sin(uTime*.4),0.,.9*cos(uTime*.4),.25);
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Sph[2]=vec4(.22*sin(uTime*1.2),0.05,.22*cos(uTime*1.2),.02);
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Sph[0]=vec4(.45*sin(uTime),0.05*cos(uTime + 1.),.45*cos(uTime),.1);
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Sph[1]=vec4(0.,0.,0.,.15);
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// SURFACE REFLECTANCE PROPERTIES, can be transferred from .js
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Ambient[3]=vec3(.1,.1,.1);// r,g,b
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Diffuse[3]=vec3(.71,.71,.71);// r,g,b
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Specular[3]=vec4(.71,.71,.71,10.);// r,g,b,power
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Ambient[2]=vec3(.1,.05,.05);// r,g,b
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Diffuse[2]=vec3(.71,.71,.71);// r,g,b
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Specular[2]=vec4(.71,.71,.71,10.);// r,g,b,power
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Ambient[1]=vec3(.1,.05,.05);// r,g,b
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Diffuse[1]=vec3(1.,.5,.5);// r,g,b
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Specular[1]=vec4(1.,.5,.5,10.);// r,g,b,power
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Ambient[0]=vec3(.05,.05,.1);// r,g,b
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Diffuse[0]=vec3(.5,.5,1.);// r,g,b
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Specular[0]=vec4(1.,.5,.5,20.);// r,g,b,power
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ks[0] = 0.25;
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ks[1] = 0.1;
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ks[2] = 0.3;
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ks[3] = 0.05;
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// INITIALIZE TO A BACKGROUND COLOR
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float currKf = kf_air;
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vec3 color=vec3(.2, .3, .5);
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float ca=rot.x, sa = rot.y, cb=rot.z, sb=rot.w;
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mat3 transformation, invTr;//Transformation matrix for viewpoint.
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transformation[0] = vec3(ca, sb*sa, sa*cb);//because the matrices are all the same,
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transformation[1] = vec3(0, cb, -sb);//We don't need to calculate it for every pixel
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transformation[2] = vec3(-sa,ca*sb,ca*cb);//So, we get it from the CPU
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invTr[0] = vec3(ca, 0, -sa);//it's inverse, to calculate texture mapping.
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invTr[1] = vec3(sa*sb, cb, ca*sb);
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invTr[2] = vec3(cb*sa, -sb, ca*cb);
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vec3 trPos = transformation*((dFL+fl+1.)/(fl+1.))*vec3(vPos.xy, -1);
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// COMPUTE THE RAY ORIGIN AND DIRECTION
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vec3 V0=transformation*vec3(0.,0.,fl+dFL), V = V0;
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vec3 W=normalize(trPos-V);
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// RAY TRACE TO ALL OBJECTS IN THE SCENE
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bool rtxoff = getflag(flags, 1),
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showtexture = !getflag(flags,0),
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moved = getflag(flags,2)//,
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// flash = true;//getflag(flags, 3)
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;//get flags.
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// bool hit = false;
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int cnt_ref = n_ref;
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vec3 W=(trPos-V);
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bool rtxoff = false, showtexture = true, moved = false;
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float currentK = 1.;
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int curr_ptr = 0, curr_top = 0, next_top = 0;
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bool final = false, stackswap = false;
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for(int j=0;j<n_ref;j++)
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{
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float tMin=10000.;
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int iMin = -1;
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for(int i=0;i<cns;i++){
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// SHIFT COORDINATES, SO THAT SPHERE IS AT (0,0,0)
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vec3 Vp=V-Sph[i].xyz;
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// SOLVE FOR QUADRATIC EQUATION IN t
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float B=dot(W,Vp);
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float C=dot(Vp,Vp)-Sph[i].w*Sph[i].w;
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float D=B*B-C;
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if(D>0.){
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float t=-B-sqrt(D);
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if(t > 0. && t < tMin){
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tMin = t; //This is an optimization, we don't have to do lighting/tex
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iMin = i; // for objects that are occuluded, which is expensive!
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for(int curr = 0; curr < max_stack; ++curr){
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if(curr == curr_ptr){
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bool skip = false;
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if(j > 0){
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Ray currR;
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if(stackswap)
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currR = stack1[curr];
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else
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currR = stack2[curr];
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currKf = currR.kf;
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currentK = currR.cumulativeK;
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if(currKf <= 0.001 || currentK <= 0.001)
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skip = true;
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V = currR.V;
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W = currR.W;
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}
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}
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}
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// IF RAY HITS SPHERE
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if(iMin >= 0){
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float t = tMin;
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vec3 S=V+t*W;
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for(int i = 0; i < cns; ++ i)
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if(i == iMin) //* Because GLSL doesn't support non-const index,
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{ //* we have to get Sph[iMin], uSampler[iMin], etc. this way
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//*Good old TEXTURE MAPPING from hw1
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vec3 tex_sph = (S-Sph[i].xyz);
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if(moved)
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tex_sph=invTr*tex_sph;//* transform the sphere to original place if view point moved;
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//* This is super expensive! plus it's in the inner loop!!
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//* We added a flag to disable it when the viewport is not moved!
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float R=Sph[i].w;
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float tex_x=acos(abs(tex_sph.x)/sqrt(R*R-tex_sph.y*tex_sph.y));
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if(tex_sph.x>0.)
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tex_x=pi-tex_x;
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tex_x*=1.5708;//*Correct aspect ratio of texture 2:1 -> 2pir:2r
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tex_x=tex_x+float(uTime);
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float quo=float(int(tex_x/_2pi));
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tex_x=tex_x/_2pi -quo;
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vec3 texture_color;
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if(showtexture)
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texture_color=texture2D(uSampler[i],vec2(tex_x,((R-tex_sph.y)/(2.*R)))).xyz;
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else texture_color = foregroundColor;
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vec3 N=normalize(S-Sph[i].xyz);
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//*DIRECTIONS ARE NORMALIZED TO GET THE CORRECT PHONG LIGHTING
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vec3 realLDir=normalize(LDir-S);
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color=(
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Ambient[i]
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+Diffuse[i]*max(0.,dot(N,realLDir))*LCol
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)*texture_color
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;
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// + SPECULAR COMPONENT GOES HERE
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if(rtxoff || j == n_ref - 1) //if it's the last ray
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color += sqrt(float(j+1)) * Specular[i].xyz*pow(max(0.,
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dot(2.*dot(N,realLDir)*N-realLDir,-W)),Specular[i].w);
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//*Pushing current color and ks into stack.
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//*suppose ks is 0.15 for all spheres, we can
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//*of course support different ks, kt for different object
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//*but I didn't have time to do that, just a proof of concept,
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//*I defined the new sphere structure that could be used in the future.
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stack[j] = RT(color, ks[i]);
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V = S; //*NEXT RAY SHOOTING FROM THE INTERSECTION POINT
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// if(flash && j == 0){
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// V0 = V - V0;
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// hit = true;
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// }
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W = -normalize(2. * dot(N, W) * N - W);//*W is the next direction of the next ray.
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else
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W = normalize(W);
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if(!skip){
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float tMin=10000.;
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int iMin = -1;
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for(int i=0;i<cns;i++){
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vec3 Vp=V-Sph[i].xyz;
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float B=dot(W,Vp);
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float C=dot(Vp,Vp)-Sph[i].w*Sph[i].w;
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float D=B*B-C;
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if(D>0.){
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float t=-B-sqrt(D);
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if(t >= 0.01 && t < tMin){
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tMin = t; // This is an optimization, we don't have to do lighting/tex
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iMin = i; // for objects that are occuluded, which is expensive!
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}
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else if (t >= -0.01 && t <0.01){
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t = -(t + 2.*B);
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if(t > 0.01 && t < tMin){
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tMin = t;
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iMin = i;
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}
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}
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}
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}
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break;// this is only the innerloop, RT is still going!
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}
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}
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else {
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// TO SIMIPIFY THINGS UP, I'LL ASSUME THAT EVERYTHING
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// IS INSIDE THE BOUNDING BOX [(-1,-1,-1), (1,1,1)]
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// AND THERE'S A FLOOR at [y = -1] THE NORMAL IS (0,1,0)
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// Because We assumed that the light always hit sphere first,
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// It will have wirld behavior when you rotate the scene upsidedown.
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float t = -(.2+V.y)/W.y;
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float sx = V.x + t* W.x, sz = V.z + t * W.z;
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if(iMin >= 0){
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float t = tMin;
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vec3 S=V+t*W;
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for(int i = 0; i < cns; ++ i)
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if(i == iMin)
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|
{
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|
vec3 texture_color;
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if(showtexture)
|
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|
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|
{
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vec3 tex_sph = (S-Sph[i].xyz);
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if(moved)
|
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;//tex_sph=invTr*tex_sph; too expensive
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texture_color=texture2D(uSampler[i],getTextCoord(tex_sph, Sph[i].w)).xyz;
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}
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else texture_color = foregroundColor;
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if(t >= 0.&&abs(sx)<1.5 && abs(sz+.6)<3.)
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|
{
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vec3 S = vec3(sx, -.2, sz);
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vec3 realLDir=normalize(LDir - S);
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color=(
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0.5 //ambient for ground
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+0.5*max(0.,realLDir.y)*LCol //diffusion for ground
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)*groundColor
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;
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// + SPECULAR COMPONENT GOES HERE
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if(rtxoff || j == n_ref - 1)
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color += sqrt(float(j+1))*groundSpecular.xyz* //specular for ground.
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pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
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stack[j] = RT(color, 0.15); //ks of ground is 0.1
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V = S; //Same as above, trace again from S, dir = reflect(W, N).
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// if(flash && j == 0){
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// V0 = W;
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// hit = true;
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// }
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W = vec3(W.x, -W.y, W.z);
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}
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else{
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if(j > 0)
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{
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// If the light bounces away! The color of it is calculated by
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stack[j] = RT(sqrt(float(j+1))*vec3(4.,4.,4)*pow(max(0.,dot(W, normalize(LDir - V))), 10.), 0.);
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cnt_ref = j + 1;
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vec3 N=normalize(S-Sph[i].xyz);
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vec3 realLDir=normalize(LDir-S);
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|
float c1 =dot(N, W);
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if(c1<0.){
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color=(Ambient[i]+Diffuse[i]*max(0.,dot(N,realLDir))*LCol)*texture_color;
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|
|
if(rtxoff || final) //if it's the last hit
|
|
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|
|
{
|
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|
color += Specular[i].xyz*pow(max(0.,
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dot(-2.*c1*N-realLDir,realLDir)),Specular[i].w);
|
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|
scolor += color * currentK;
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|
}
|
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else{
|
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|
c1 = -c1;
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|
|
float eta =currKf/kf[i];
|
|
|
|
|
float nextks = currentK * ks[i], nextkr = currentK * kr[i];
|
|
|
|
|
bool refl = nextks > 0.001, refr = nextkr > 0.001;
|
|
|
|
|
if(refl || refr)
|
|
|
|
|
for(int k = 0; k < max_stack; ++k)
|
|
|
|
|
if(k == next_top){
|
|
|
|
|
if(stackswap){
|
|
|
|
|
if(refl)
|
|
|
|
|
{
|
|
|
|
|
stack2[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
|
|
|
|
|
currentK -= nextks;
|
|
|
|
|
next_top ++;
|
|
|
|
|
}
|
|
|
|
|
if(refr)
|
|
|
|
|
{
|
|
|
|
|
if(refl)
|
|
|
|
|
stack2[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
|
|
|
|
|
else
|
|
|
|
|
stack2[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
|
|
|
|
|
currentK -= nextkr;
|
|
|
|
|
next_top ++;
|
|
|
|
|
}
|
|
|
|
|
}else{
|
|
|
|
|
if(refl)
|
|
|
|
|
{ //remember, c1 = -NW now
|
|
|
|
|
stack1[k] = Ray(S, 2. * c1 * N + W, currKf, nextks); //reflection
|
|
|
|
|
currentK -= nextks;
|
|
|
|
|
next_top ++;
|
|
|
|
|
}
|
|
|
|
|
if(refr)
|
|
|
|
|
{
|
|
|
|
|
if(refl)
|
|
|
|
|
stack1[k+1] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
|
|
|
|
|
else
|
|
|
|
|
stack1[k] = Ray(S, REFRACTION, kf[i], nextkr); //refraction
|
|
|
|
|
currentK -= nextkr;
|
|
|
|
|
next_top ++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
scolor += currentK * color;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
float eta = currKf/kf_air;
|
|
|
|
|
N = -N; //inside the sphere, normal is inward!
|
|
|
|
|
float c2 = (1.-eta*eta*(1.-c1*c1));
|
|
|
|
|
for(int k = 0; k < max_stack; ++k)
|
|
|
|
|
if(k == next_top){
|
|
|
|
|
if(stackswap)
|
|
|
|
|
{
|
|
|
|
|
stack2[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
|
|
|
|
|
if(c2 >= 0.)
|
|
|
|
|
stack2[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
|
|
|
|
|
else //on the edge, the light won't bend anymore and will keep perpendicular to normal
|
|
|
|
|
stack2[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
|
|
|
|
|
}else{
|
|
|
|
|
stack1[k+1] = Ray(S, -2. * c1 * N + W, currKf, currentK*ks[i]); //reflection inside
|
|
|
|
|
if(c2 >= 0.)
|
|
|
|
|
stack1[k] = Ray(S, normalize(eta*W + (eta*c1 - sqrt(c2))*N), kf_air, currentK*kr[i]); //refraction
|
|
|
|
|
else
|
|
|
|
|
stack1[k] = Ray(S, normalize((W + c1*N)/sqrt(1.-c1*c1)), kf_air, currentK*kr[i]); //refraction
|
|
|
|
|
}
|
|
|
|
|
next_top += 2;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
float t = -(.2+V.y)/W.y;
|
|
|
|
|
float sx = V.x + t* W.x, sz = V.z + t * W.z;
|
|
|
|
|
|
|
|
|
|
if(t >= 0. && abs(sx) < 1.5 && abs(sz) < 3.)
|
|
|
|
|
{
|
|
|
|
|
vec3 S = vec3(sx, -.2, sz);
|
|
|
|
|
vec3 realLDir=normalize(LDir - S);
|
|
|
|
|
color=(0.5+0.5*max(0.,realLDir.y)*LCol)*texture2D(uSampler[4],vec2((sx+1.4)/3., (sz+1.5)/4.)).xyz;
|
|
|
|
|
if(rtxoff || final&&abs(sx)<1.5 && abs(sz+.6)<3.)
|
|
|
|
|
{
|
|
|
|
|
color += groundSpecular.xyz* //specular for ground.
|
|
|
|
|
pow(max(0., dot(vec3(-realLDir.x, realLDir.y,-realLDir.z),-W)),groundSpecular.w);
|
|
|
|
|
scolor += currentK * color;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
for(int k = 0; k < max_stack; ++k)
|
|
|
|
|
if(k == next_top){
|
|
|
|
|
if(stackswap)
|
|
|
|
|
stack2[k] = Ray(S, vec3(W.x, -W.y, W.z), kf_air, currentK * 0.15); //reflection
|
|
|
|
|
else
|
|
|
|
|
stack1[k] = Ray(S, vec3(W.x, -W.y, W.z), kf_air, currentK * 0.15); //reflection
|
|
|
|
|
next_top ++;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
scolor += (currentK*.85)*color;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else{
|
|
|
|
|
if(j > 0)
|
|
|
|
|
scolor += currentK * (pow(max(0.,dot(W, normalize(LDir - V))), 10.) * vec3(1.,1.,1.) + foregroundColor*0.1);
|
|
|
|
|
else scolor = foregroundColor*0.6;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(++curr_ptr >= curr_top){
|
|
|
|
|
curr_top = next_top;
|
|
|
|
|
curr_ptr = 0;
|
|
|
|
|
if(next_top * 2 > max_stack)
|
|
|
|
|
final = true;
|
|
|
|
|
stackswap = !stackswap;
|
|
|
|
|
}
|
|
|
|
|
else //If the light hits the void in the first place, it's just black!
|
|
|
|
|
cnt_ref = j;//j is always 0 in this case.
|
|
|
|
|
break; //The light is shooting into the void, let's stop RT.
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
// RTX off
|
|
|
|
|
if(rtxoff)
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if(rtxoff)
|
|
|
|
|
color = stack[0].color;
|
|
|
|
|
else
|
|
|
|
|
{
|
|
|
|
|
color = vec3(0,0,0);
|
|
|
|
|
float currks = 1.;
|
|
|
|
|
for(int i = 0; i < n_ref; ++i)
|
|
|
|
|
{
|
|
|
|
|
if(i >= cnt_ref)//same trick to use bounded non-const on indexes
|
|
|
|
|
{
|
|
|
|
|
color += currks * stack[i - 1].color; //if there're less than n_ref rays, e.g. ray go to the void.
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
color += currks *(1.-stack[i].ks) * stack[i].color;
|
|
|
|
|
currks *= stack[i].ks;
|
|
|
|
|
}
|
|
|
|
|
if(n_ref == cnt_ref)
|
|
|
|
|
color += currks * stack[n_ref - 1].color;
|
|
|
|
|
}
|
|
|
|
|
// APPLY GAMMA CORRECTION AND SET THE PIXEL COLOR.
|
|
|
|
|
|
|
|
|
|
gl_FragColor=vec4(sqrt(color),1.);
|
|
|
|
|
gl_FragColor=vec4(sqrt(scolor),1.);
|
|
|
|
|
}
|
|
|
|
|
|