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0031279: Visualization, TKOpenGl - environment background is misplaced within Ray-Tracing
Fixed problem with misplacing background texture in Ray-Tracing. An environment background is always drawn using a perspective matrix.
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@@ -1026,6 +1026,7 @@ static const char Shaders_RaytraceBase_fs[] =
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" int aTrsfId;\n"
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"\n"
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" float aRaytraceDepth = MAXFLOAT;\n"
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" float aRefractionIdx = 0.0;\n"
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"\n"
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" for (int aDepth = 0; aDepth < NB_BOUNCES; ++aDepth)\n"
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" {\n"
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@@ -1037,11 +1038,30 @@ static const char Shaders_RaytraceBase_fs[] =
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" {\n"
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" vec4 aColor = vec4 (0.0);\n"
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"\n"
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" if (bool(uEnvMapForBack) || aWeight.w == 0.0f /* reflection */)\n"
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" if (bool(uEnvMapForBack) || aWeight.w == 0.0 /* reflection */)\n"
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" {\n"
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" float aTime = IntersectSphere (theRay, uSceneRadius);\n"
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" float aRadius = uSceneRadius;\n"
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" vec3 aTexCoord = vec3 (0.0);\n"
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"\n"
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" aColor = FetchEnvironment (theRay.Direct * aTime + theRay.Origin, uSceneRadius, aWeight.w != 0.0);\n"
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" if (aDepth == 0 || (aRefractionIdx == 1.0 && aWeight.w != 0.0))\n"
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" {\n"
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" vec2 aPixel = uEyeSize * (vPixel - vec2 (0.5)) * 2.0;\n"
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" vec2 anAperturePnt = sampleUniformDisk() * uApertureRadius;\n"
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" vec3 aLocalDir = normalize (vec3 (aPixel * uFocalPlaneDist - anAperturePnt, uFocalPlaneDist));\n"
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" vec3 aDirect = uEyeView * aLocalDir.z +\n"
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" uEyeSide * aLocalDir.x +\n"
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" uEyeVert * aLocalDir.y;\n"
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" \n"
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" aTexCoord = aDirect * uSceneRadius;\n"
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" aRadius = length (aTexCoord);\n"
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" }\n"
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" else\n"
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" {\n"
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" float aTime = IntersectSphere (theRay, uSceneRadius);\n"
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" aTexCoord = theRay.Direct * aTime + theRay.Origin;\n"
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" }\n"
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"\n"
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" aColor = FetchEnvironment (aTexCoord, aRadius, aWeight.w != 0.0);\n"
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" }\n"
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" else\n"
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" {\n"
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@@ -1170,6 +1190,7 @@ static const char Shaders_RaytraceBase_fs[] =
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" if (aOpacity.x != 1.0f)\n"
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" {\n"
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" aWeight *= aOpacity.y;\n"
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" aRefractionIdx = aOpacity.z;\n"
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"\n"
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" if (aOpacity.z != 1.0f)\n"
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" {\n"
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