1/** 2 * Mandelbulber v2, a 3D fractal generator ,=#MKNmMMKmmßMNWy, 3 * ,B" ]L,,p%%%,,,§;, "K 4 * Copyright (C) 2021 Mandelbulber Team §R-==%w["'~5]m%=L.=~5N 5 * ,=mm=§M ]=4 yJKA"/-Nsaj "Bw,==,, 6 * This file is part of Mandelbulber. §R.r= jw",M Km .mM FW ",§=ß., ,TN 7 * ,4R =%["w[N=7]J '"5=],""]]M,w,-; T=]M 8 * Mandelbulber is free software: §R.ß~-Q/M=,=5"v"]=Qf,'§"M= =,M.§ Rz]M"Kw 9 * you can redistribute it and/or §w "xDY.J ' -"m=====WeC=\ ""%""y=%"]"" § 10 * modify it under the terms of the "§M=M =D=4"N #"%==A%p M§ M6 R' #"=~.4M 11 * GNU General Public License as §W =, ][T"]C § § '§ e===~ U !§[Z ]N 12 * published by the 4M",,Jm=,"=e~ § § j]]""N BmM"py=ßM 13 * Free Software Foundation, ]§ T,M=& 'YmMMpM9MMM%=w=,,=MT]M m§;'§, 14 * either version 3 of the License, TWw [.j"5=~N[=§%=%W,T ]R,"=="Y[LFT ]N 15 * or (at your option) TW=,-#"%=;[ =Q:["V"" ],,M.m == ]N 16 * any later version. J§"mr"] ,=,," =="""J]= M"M"]==ß" 17 * §= "=C=4 §"eM "=B:m|4"]#F,§~ 18 * Mandelbulber is distributed in "9w=,,]w em%wJ '"~" ,=,,ß" 19 * the hope that it will be useful, . "K= ,=RMMMßM""" 20 * but WITHOUT ANY WARRANTY; .''' 21 * without even the implied warranty 22 * of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. 23 * 24 * See the GNU General Public License for more details. 25 * You should have received a copy of the GNU General Public License 26 * along with Mandelbulber. If not, see <http://www.gnu.org/licenses/>. 27 * 28 * ########################################################################### 29 * 30 * Authors: Krzysztof Marczak (buddhi1980@gmail.com) 31 * 32 * calculate environment mapping effecr 33 */ 34 35#ifdef USE_ENV_MAPPING 36float3 EnvMappingShader( 37 __constant sClInConstants *consts, sRenderData *renderData, sShaderInputDataCl *input) 38{ 39 float3 envReflect; 40 41 float dotp = -dot(input->viewVector, input->normal); 42 float3 reflect = input->normal * 2.0f * dotp + input->viewVector; 43 44 float alphaTexture = -GetAlpha(reflect) + M_PI_F; 45 float betaTexture = -GetBeta(reflect); 46 int texWidth = renderData->textureSizes[0].x; 47 int texHeight = renderData->textureSizes[0].y; 48 49 if (betaTexture > 0.5f * M_PI_F) betaTexture = 0.5f * M_PI_F - betaTexture; 50 51 if (betaTexture < -0.5f * M_PI_F) betaTexture = -0.5f * M_PI_F + betaTexture; 52 53 float dtx = alphaTexture / (2.0f * M_PI_F) * texWidth + texWidth * 8.25f; 54 float dty = (betaTexture / M_PI_F + 0.5f) * texHeight + texHeight * 8.0f; 55 dtx = fmod(dtx, texWidth); 56 dty = fmod(dty, texHeight); 57 if (dtx < 0.0f) dtx = 0.0f; 58 if (dty < 0.0f) dty = 0.0f; 59 60 float reflectance = 1.0f; 61 if (input->material->fresnelReflectance) 62 { 63 float n1 = 1.0f; 64 float n2 = input->material->transparencyIndexOfRefraction; 65 reflectance = Reflectance(input->normal, input->viewVector, n1, n2); 66 if (reflectance < 0.0f) reflectance = 0.0f; 67 if (reflectance > 1.0f) reflectance = 1.0f; 68 } 69 70 __global uchar4 *texture = renderData->textures[0]; 71 72 envReflect = BicubicInterpolation(dtx / texWidth, dty / texHeight, texture, texWidth, texHeight) 73 * reflectance; 74 75 return envReflect; 76} 77#endif