📄 sphere.psh
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sampler s0 : register(s0);float4 p0 : register(c0);float4 p1 : register(c1);#define width (p0[0])#define height (p0[1])#define counter (p0[2])#define clock (p0[3])#define one_over_width (p1[0])#define one_over_height (p1[1])#define PI acos(-1)float4 main(float2 tex : TEXCOORD0) : COLOR{ // - this is a very simple raytracer, one sphere only // - no reflection or refraction, yet (my ati 9800 has a 64 + 32 instruction limit...) float3 pl = float3(3,-3,-4); // light pos float4 cl = 0.4; // light color float3 pc = float3(0,0,-1); // cam pos float3 ps = float3(0,0,0.5); // sphere pos float r = 0.65; // sphere radius float3 pd = normalize(float3(tex.x-0.5, tex.y-0.5, 0) - pc); float A = 1; float B = 2*dot(pd, pc - ps); float C = dot(pc - ps, pc - ps) - r*r; float D = B*B - 4*A*C; float4 c0 = 0; if(D >= 0) { // t2 is the smaller, obviously... // float t1 = (-B + sqrt(D)) / (2*A); // float t2 = (-B - sqrt(D)) / (2*A); // float t = min(t1, t2); float t = (-B - sqrt(D)) / (2*A); // intersection data float3 p = pc + pd*t; float3 n = normalize(p - ps); float3 l = normalize(pl - p); // mapping the image onto the sphere tex = acos(-n)/PI; // rotate it tex.x = frac(tex.x + frac(clock/10)); // diffuse + specular c0 = tex2D(s0, tex) * dot(n, l) + cl * pow(max(dot(l, reflect(pd, n)), 0), 50); } return c0;}
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