reflection probe updates

This commit is contained in:
Tim Barnes 2018-10-28 20:42:26 +10:00
parent 43c1abbc96
commit 9a39afa0eb
8 changed files with 26 additions and 36 deletions

View file

@ -29,8 +29,8 @@ uniform float4 vsFarPlane;
uniform float radius;
uniform float2 attenuation;
uniform float4x4 invViewMat;
uniform float4x4 worldToObj;
uniform float4x4 cameraToWorld;
uniform float3 eyePosWorld;
uniform float3 bbMin;
@ -175,27 +175,26 @@ PS_OUTPUT main( ConvexConnectP IN )
clip(-1);
// Need world-space normal.
float3 wsNormal = mul(float4(normal, 1), invViewMat).rgb;
float3 wsNormal = mul(cameraToWorld, float4(normal, 0)).xyz;
float3 eyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 viewSpacePos = eyeRay * depth;
float3 vsEyeRay = getDistanceVectorToPlane( -vsFarPlane.w, IN.vsEyeDir.xyz, vsFarPlane );
float3 vsPos = vsEyeRay * depth;
float3 wsEyeRay = mul(float4(eyeRay, 1), invViewMat).rgb;
// Use eye ray to get ws pos
float3 worldPos = float3(eyePosWorld + wsEyeRay * depth);
float3 wsEyeRay = mul(cameraToWorld, float4(vsEyeRay, 0)).xyz;
// calculate world space position
float3 wsPos = float3(eyePosWorld + wsEyeRay * depth);
float blendVal = 1.0;
//clip bounds and (TODO properly: set falloff)
if(useSphereMode)
{
blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, viewSpacePos, normal);
blendVal = defineSphereSpaceInfluence(probeLSPos, radius, attenuation, vsPos, normal);
}
else
{
float tempAttenVal = 3.5;
blendVal = defineBoxSpaceInfluence(worldPos, probeWSPos, radius, tempAttenVal);
blendVal = defineBoxSpaceInfluence(wsPos, probeWSPos, radius, tempAttenVal);
}
clip(blendVal);
@ -204,9 +203,9 @@ PS_OUTPUT main( ConvexConnectP IN )
//render into the bound space defined above
float3 surfToEye = normalize(worldPos.xyz-eyePosWorld.xyz);
Output.diffuse = float4(iblBoxDiffuse(wsNormal, worldPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
Output.spec = float4(iblBoxSpecular(wsNormal, worldPos, 1.0 - matInfo.b, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
float3 surfToEye = normalize(wsPos - eyePosWorld);
Output.diffuse = float4(iblBoxDiffuse(wsNormal, wsPos, TORQUE_SAMPLERCUBE_MAKEARG(irradianceCubemap), probeWSPos, bbMin, bbMax), blendVal);
Output.spec = float4(iblBoxSpecular(wsNormal, wsPos, 1.0 - matInfo.b, surfToEye, TORQUE_SAMPLER2D_MAKEARG(BRDFTexture), TORQUE_SAMPLERCUBE_MAKEARG(cubeMap), probeWSPos, bbMin, bbMax), blendVal);
Output.diffuse.rgb *= matInfo.g;
Output.spec.rgb *= matInfo.g;
return Output;