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https://github.com/Xaymar/obs-StreamFX
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examples: 3D Raytracing Shader Example
Very very basic 3D raytracing, nowhere close to what people manage to do in combo productions. But it does work to some degree.
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372
data/examples/shaders/source/3d-sphere.effect
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372
data/examples/shaders/source/3d-sphere.effect
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uniform float4x4 ViewProj<
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bool automatic = true;
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>;
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uniform float4 ViewSize<
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bool automatic = true;
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>;
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uniform float4 Time<
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bool automatic = true;
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>;
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// Camera Parameters
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uniform float3 CameraPosition<
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string name = "Camera Position";
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string field_type = "slider";
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float3 minimum = {-10.0, -10.0, -10.0};
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float3 maximum = {10.0, 10.0, 10.0};
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> = {0., 0., 0.};
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uniform float3 CameraRotation<
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string name = "Camera Rotation";
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string suffix = " °Deg";
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string field_type = "slider";
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float3 minimum = {-180.0, -90.0, -180.0};
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float3 maximum = {180.0, 90.0, 180.0};
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float3 scale = {0.01745329251994329576923690768489, 0.01745329251994329576923690768489, 0.01745329251994329576923690768489};
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> = {0., 0., 0.};
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uniform float CameraFieldOfView<
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string name = "Camera Field Of View";
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string suffix = " °Deg";
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string field_type = "slider";
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float minimum = 1.0;
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float maximum = 180.0;
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float scale = 0.00872664625997164788461845384244;
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> = 90.0;
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uniform float2 CameraRange<
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string name = "Camera Range";
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string field_type = "slider";
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float2 minimum = {0.0, 1.00};
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float2 maximum = {10000.0, 10000.0};
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float2 scale = {0.01, 0.01};
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> = {0.1, 256.0};
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uniform int RayMarchAccuracy<
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string name = "Ray March Steps";
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string field_type = "slider";
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int minimum = 32;
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int maximum = 1024;
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> = 256;
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//----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
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// Configuration
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#define MAX_ACCURACY 1024
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// Camera Type
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//#define CAMERA_ORTHOGRAPHIC // Orthographic projection
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//----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
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#define INFINITY 1.#INF
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//----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
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float4x4 make_rotation_matrix(float3 axis, float angle)
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{
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axis = normalize(axis);
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float s = sin(angle);
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float c = cos(angle);
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float oc = 1.0 - c;
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float x_x = axis.x * axis.x;
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float x_y = axis.x * axis.y;
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float x_z = axis.x * axis.z;
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float y_x = x_y;
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float y_y = axis.y * axis.y;
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float y_z = axis.y * axis.z;
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float z_x = x_z;
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float z_y = y_z;
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float z_z = axis.z * axis.z;
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return float4x4(oc * x_x + c, oc * x_y - axis.z * s, oc * z_x + axis.y * s, 0.0,
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oc * x_y + axis.z * s, oc * y_y + c, oc * z_y - axis.x * s, 0.0,
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oc * x_z - axis.y * s, oc * y_z + axis.x * s, oc * z_z + c, 0.0,
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0.0, 0.0, 0.0, 1.0);
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};
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float3 rotate_float3(float3 v, float3 rotation)
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{
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float4x4 rz = make_rotation_matrix(float3(0., 0., 1.), rotation.z);
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float4x4 ry = make_rotation_matrix(float3(0., 1., 0.), rotation.y);
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float4x4 rx = make_rotation_matrix(float3(1., 0., 0.), rotation.x);
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float4 p = float4(v, 1.);
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float4 rtd = mul(mul(mul(p, rz), rx), ry);
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return rtd.xyz;
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};
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bool solve_quadratic(float a, float b, float c, out float x0, out float x1)
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{
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float discr = b * b - 4. * a * c;
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if (discr < 0.) {
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return false;
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} else if (discr == 0.) {
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x0 = x1 = - 0.5 * b / a;
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} else {
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float q = (b > 0.) ?
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-0.5 * (b + sqrt(discr)) :
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-0.5 * (b - sqrt(discr));
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x0 = q / a;
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x1 = c / q;
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}
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if (x0 > x1) {
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float tmp = x1;
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x1 = x0;
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x0 = tmp;
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}
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return true;
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}
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bool collide_point_aabb(float3 pos, float3 aabb, float3 size) {
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float3 aabb_min = aabb - size;
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float3 aabb_max = aabb + size;
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return (pos.x >= aabb_min.x)
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&& (pos.y >= aabb_min.y)
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&& (pos.z >= aabb_min.z)
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&& (pos.x <= aabb_max.x)
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&& (pos.y <= aabb_max.y)
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&& (pos.z <= aabb_max.z);
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}
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bool collide_aabb_aabb(float3 pos1, float3 size1, float3 pos2, float3 size2) {
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float3 min1 = pos1 - size1;
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float3 max1 = pos1 + size1;
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float3 min2 = pos2 - size2;
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float3 max2 = pos2 + size2;
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return (min1.x <= max2.x && max1.x >= min2.x) &&
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(min1.y <= max2.y && max1.y >= min2.y) &&
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(min1.z <= max2.z && max1.z >= min2.z);
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}
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bool intersect_box(float3 pos, float3 size, float3 ray_pos, float3 ray_dir, out float t) {
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float3 aabb_size = float3(max(size.x, max(size.y, size.z)), 0., 0.);
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if (!collide_aabb_aabb(ray_pos, ray_dir, pos, aabb_size.xxx))
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return false;
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t = 0.;
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return true;
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}
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bool intersect_sphere(float3 center, float radius, float3 orig, float3 dir, out float t)
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{
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if (!collide_aabb_aabb(orig, dir, center, float3(radius, radius, radius)))
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return false;
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float t0, t1; // solutions for t if the ray intersects
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float radius2 = radius * radius;
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// analytic solution
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float3 L = orig - center;
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float a = dot(dir, dir);
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float b = 2. * dot(dir, L);
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float c = dot(L, L) - radius2;
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if (!solve_quadratic(a, b, c, t0, t1)) {
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return false;
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}
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if (t0 > t1) {
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float tmp = t0;
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t0 = t1;
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t1 = tmp;
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}
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if (t0 < 0.) {
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t0 = t1; // if t0 is negative, let's use t1 instead
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if (t0 < 0.) {
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return false; // both t0 and t1 are negative
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}
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}
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t = t0;
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return true;
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}
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//----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
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struct default_data {
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float4 pos : POSITION;
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float2 uv : TEXCOORD0;
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};
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default_data default_vs(default_data data) {
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data.pos = mul(float4(data.pos.xyz, 1.0), ViewProj);
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return data;
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}
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//----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
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struct material_data {
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float4 color;
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float metallic;
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float specular;
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float roughness;
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float4 emissive_color;
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float3 normal;
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float index_of_refraction;
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};
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void material_data_constructor(out material_data material)
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{
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material.color = float4(0., 0., 0., 0.);
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material.metallic = 0.;
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material.specular = .5;
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material.roughness = 1.;
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material.emissive_color = float4(0., 0., 0., 0.);
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material.normal = float3(0., 0., 0.);
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material.index_of_refraction = 1.;
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}
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struct ray_data {
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// Status
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float3 position; // Current position.
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float3 direction; // Direction of the ray.
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int depth; // Ray Calculation Depth, limited by ACCURACY define.
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// Hit
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bool hit; // Did we hit anything?
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float3 hit_position; // If so, where?
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float4 hit_color; // What color does it have?
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float3 hit_normal; // And what is the normal for that hit?
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float hit_depth;
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};
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void ray_data_constructor(out ray_data ray)
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{
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ray.position = float3(0., 0., 0.);
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ray.direction = float3(0., 0., 0.);
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ray.depth = 0;
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ray.hit = false;
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ray.hit_position = float3(0., 0., 0.);
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ray.hit_color = float4(0., 0., 0., 0.);
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ray.hit_normal = float3(0., 0., 0.);
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ray.hit_depth = 0.;
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}
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float get_view_aspect_ratio() {
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return ViewSize.x / ViewSize.y;
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}
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float get_raymarch_step_length() {
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return CameraRange.y / float(RayMarchAccuracy);
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}
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ray_data initialize_camera_ray(float2 uv) {
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ray_data ray;
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ray_data_constructor(ray);
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uv -= .5;
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//uv *= 2.;
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float aspect = get_view_aspect_ratio();
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#ifdef CAMERA_ORTHOGRAPHIC
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ray.direction = rotate_float3(float3(0., 0., 1.), CameraRotation);
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ray.position = CameraPosition + float3(uv.x * ViewSize.x, uv.y * ViewSize.y, CameraRange.x);
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#else
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ray.direction = rotate_float3(rotate_float3(float3(0., 0., 1.), CameraRotation), float3(
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uv.y * CameraFieldOfView / aspect,
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uv.x * CameraFieldOfView,
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0.));
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ray.position = CameraPosition + float3(-uv.x, uv.y / aspect, CameraRange.x);
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#endif
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ray.direction *= get_raymarch_step_length();
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return ray;
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}
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bool raymarch_box(inout ray_data ray, float3 pos, float3 rotation, float3 size, material_data material) {
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float step = 0.;
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if (!intersect_box(pos, size, ray.position, ray.direction, step))
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return false;
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// if (step > 1.)
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// return false;
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float depth = (step + float(ray.depth));
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// if (ray.hit && (ray.hit_depth <= depth))
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// return false;
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ray.hit = true;
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ray.hit_position = ray.position + ray.direction * step;
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ray.hit_depth = depth;
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ray.hit_color = material.color;
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return true;
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}
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bool raymarch_sphere(inout ray_data ray, float3 pos, float3 rotation, float radius, material_data material) {
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float step = 0.;
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if (!intersect_sphere(pos, radius, ray.position, ray.direction, step))
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return false;
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if (step > 1.) // Ray start to end actually did not hit.
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return false;
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float depth = (step + float(ray.depth));
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if (ray.hit && (ray.hit_depth <= depth))
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return false;
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ray.hit = true;
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ray.hit_position = ray.position + ray.direction * step;
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ray.hit_depth = depth;
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ray.hit_color = material.color;
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return true;
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}
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bool scene(inout ray_data ray) {
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material_data box1;
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material_data_constructor(box1);
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box1.color = float4(0., 0., 0., 1.);
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raymarch_box(ray, float3(0., -1., 2.), float3(0., 0., 0.), float3(1., 1., 1.), box1);
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material_data sphere1;
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material_data_constructor(sphere1);
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sphere1.color = float4(1., 0., 0., 1.);
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raymarch_sphere(ray, float3(-1., 0., 1.), float3(0., 0., 0.), 0.5, sphere1);
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material_data sphere2;
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material_data_constructor(sphere2);
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sphere2.color = float4(0., 0., 1., 1.);
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raymarch_sphere(ray, float3(1., 0., 1.), float3(0., 0., 0.), 0.5, sphere2);
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return ray.hit;
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}
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bool raymarch(inout ray_data ray) {
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// Simulate hitting a sphere.
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if (ray.depth >= RayMarchAccuracy) {
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return false;
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}
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for (; (ray.depth < MAX_ACCURACY) && (ray.depth < RayMarchAccuracy); ray.depth++) {
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if (scene(ray))
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break;
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ray.position = ray.position + ray.direction;
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}
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return ray.hit;
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}
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float4 pass1_ps(default_data data) : TARGET {
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// Set up camera.
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ray_data ray = initialize_camera_ray(data.uv);
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// Raymarch
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raymarch(ray);
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// Finally just return the color
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//return float4(ray.hit_depth / float(CameraRange.y), float(ray.depth) / float(RayMarchAccuracy), 0., 1.);
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return ray.hit_color;
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}
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//----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- ----- -----
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technique Draw {
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pass
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{
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vertex_shader = default_vs(data);
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pixel_shader = pass1_ps(data);
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}
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}
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