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flip sphereical projection back on as an option to support the second class
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5d48af3729
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1 changed files with 14 additions and 14 deletions
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@ -115,22 +115,22 @@ float4 main( PFXVertToPix IN ) : SV_TARGET
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for(i=0; i < numProbes; i++)
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for(i=0; i < numProbes; i++)
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{
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{
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float3 probeWS = inProbePosArray[i].xyz;
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float3 probeWS = inProbePosArray[i].xyz;
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float3 L = probeWS - surface.P;
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float3 L = probeWS - surface.P;
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/*if(useSphereMode[i])
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if(useSphereMode[i].r)
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{
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{
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float3 L = inProbePosArray[i].xyz - surface.P;
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float3 L = inProbePosArray[i].xyz - surface.P;
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blendVal[i] = 1.0-length(L)/radius[i];
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blendVal[i] = 1.0-length(L)/radius[i];
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blendVal[i] = max(0,blendVal[i]);
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blendVal[i] = max(0,blendVal[i]);
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}
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}
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else
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else
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{*/
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{
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blendVal[i] = defineBoxSpaceInfluence(surface, i);
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blendVal[i] = defineBoxSpaceInfluence(surface, i);
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blendVal[i] = max(0,blendVal[i]);
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blendVal[i] = max(0,blendVal[i]);
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//}
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}
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blendSum += blendVal[i];
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blendSum += blendVal[i];
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invBlendSum +=(1.0f - blendVal[i]);
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invBlendSum +=(1.0f - blendVal[i]);
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}
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}
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// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
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// Weight0 = normalized NDF, inverted to have 1 at center, 0 at boundary.
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