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Merge pull request #723 from Azaezel/lightRay_Cleanup
Light ray cleanup
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commit
099a91553a
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@ -45,7 +45,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
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col = tex2D( backBuffer, IN.uv0 );
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//col = 1 - exp(-120000 * col);
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col += dot( col, LUMINANCE_VECTOR ) + 0.0001f;
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col += dot( col.rgb, LUMINANCE_VECTOR ) + 0.0001f;
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col *= brightScalar;
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}
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@ -59,7 +59,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
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half2 deltaTexCoord = (half2)( texCoord.xy - screenSunPos );
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// Divide by number of samples and scale by control factor.
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deltaTexCoord *= 1.0 / (half)samples * density;
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deltaTexCoord *= (half)(1.0 / samples * density);
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// Evaluate summation from Equation 3 NUM_SAMPLES iterations.
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for ( int i = 0; i < samples; i++ )
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@ -71,13 +71,13 @@ float4 main( PFXVertToPix IN ) : COLOR0
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half3 sample = (half3)tex2Dlod( frameSampler, texCoord );
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// Apply sample attenuation scale/decay factors.
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sample *= illuminationDecay * weight;
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sample *= half(illuminationDecay * weight);
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// Accumulate combined color.
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color += sample;
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// Update exponential decay factor.
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illuminationDecay *= decay;
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illuminationDecay *= half(decay);
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}
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//return saturate( amount ) * color * Exposure;
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@ -45,7 +45,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
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col = tex2D( backBuffer, IN.uv0 );
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//col = 1 - exp(-120000 * col);
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col += dot( col, LUMINANCE_VECTOR ) + 0.0001f;
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col += dot( col.rgb, LUMINANCE_VECTOR ) + 0.0001f;
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col *= brightScalar;
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}
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@ -59,7 +59,7 @@ float4 main( PFXVertToPix IN ) : COLOR0
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half2 deltaTexCoord = (half2)( texCoord.xy - screenSunPos );
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// Divide by number of samples and scale by control factor.
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deltaTexCoord *= 1.0 / (half)samples * density;
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deltaTexCoord *= (half)(1.0 / samples * density);
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// Evaluate summation from Equation 3 NUM_SAMPLES iterations.
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for ( int i = 0; i < samples; i++ )
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@ -71,13 +71,13 @@ float4 main( PFXVertToPix IN ) : COLOR0
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half3 sample = (half3)tex2Dlod( frameSampler, texCoord );
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// Apply sample attenuation scale/decay factors.
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sample *= illuminationDecay * weight;
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sample *= half(illuminationDecay * weight);
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// Accumulate combined color.
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color += sample;
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// Update exponential decay factor.
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illuminationDecay *= decay;
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illuminationDecay *= half(decay);
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}
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//return saturate( amount ) * color * Exposure;
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