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@@ -82,17 +82,18 @@ float defineBoxSpaceInfluence(Surface surface, ProbeData probe, float3 wsEyeRay)
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// Box Projected IBL Lighting
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// Based on: http://www.gamedev.net/topic/568829-box-projected-cubemap-environment-mapping/
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// and https://seblagarde.wordpress.com/2012/09/29/image-based-lighting-approaches-and-parallax-corrected-cubemap/
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-float3 boxProject(Surface surface, ProbeData probe) //float3 wsPosition, float3 wsEyeRay, float3 reflectDir, float3 boxWSPos, float3 boxMin, float3 boxMax
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+float3 boxProject(Surface surface, ProbeData probe)
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{
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- float3 nrdir = normalize(surface.R);
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- float3 offset = surface.P;
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- float3 plane1vec = (probe.boxMax - offset) / nrdir;
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- float3 plane2vec = (probe.boxMin - offset) / nrdir;
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-
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+ float3 RayLS = mul(probe.worldToLocal, float4(surface.R,0.0)).xyz;
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+ float3 PositionLS = mul( probe.worldToLocal, float4(surface.P,1.0));
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+
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+ float3 unit = probe.boxMax-probe.boxMin;
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+ float3 plane1vec = (unit - PositionLS) / RayLS;
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+ float3 plane2vec = (-unit - PositionLS) / RayLS;
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float3 furthestPlane = max(plane1vec, plane2vec);
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float dist = min(min(furthestPlane.x, furthestPlane.y), furthestPlane.z);
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- float3 posonbox = offset + nrdir * dist;
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-
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+ float3 posonbox = surface.P + surface.R * dist;
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+
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return posonbox - probe.refPosition;
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}
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