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@ -241,10 +241,10 @@ struct BoundingFrustum
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XMFLOAT3 Origin; // Origin of the frustum (and projection).
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XMFLOAT4 Orientation; // Quaternion representing rotation.
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float RightSlope; // Positive X slope (X/Z).
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float LeftSlope; // Negative X slope.
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float TopSlope; // Positive Y slope (Y/Z).
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float BottomSlope; // Negative Y slope.
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float RightSlope; // Positive X (X/Z)
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float LeftSlope; // Negative X
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float TopSlope; // Positive Y (Y/Z)
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float BottomSlope; // Negative Y
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float Near, Far; // Z of the near plane and far plane.
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// Creators
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@ -283,12 +283,12 @@ HRESULT DirectX::SHProjectCubeMap(
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return E_FAIL;
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}
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const float fV = y * fS + fB;
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const float v = y * fS + fB;
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XMVECTOR* pixel = ptr;
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for (UINT x = 0; x < desc.Width; ++x, ++pixel)
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{
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const float fU = x * fS + fB;
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const float u = x * fS + fB;
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float ix, iy, iz;
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switch (face)
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@ -338,7 +338,7 @@ HRESULT DirectX::SHProjectCubeMap(
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XMVECTOR dir = XMVectorSet(ix, iy, iz, 0);
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dir = XMVector3Normalize(dir);
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const float fDiffSolid = 4.0f / ((1.0f + fU * fU + fV * fV)*sqrtf(1.0f + fU * fU + fV * fV));
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const float fDiffSolid = 4.0f / ((1.0f + u * u + v * v)*sqrtf(1.0f + u * u + v * v));
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fWt += fDiffSolid;
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XMSHEvalDirection(shBuff, order, dir);
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@ -246,12 +246,12 @@ HRESULT DirectX::SHProjectCubeMap(
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return E_FAIL;
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}
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const float fV = y * fS + fB;
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const float v = y * fS + fB;
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XMVECTOR* pixel = ptr;
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for (UINT x = 0; x < desc.Width; ++x, ++pixel)
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{
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const float fU = x * fS + fB;
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const float u = x * fS + fB;
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float ix, iy, iz;
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switch (face)
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@ -301,7 +301,7 @@ HRESULT DirectX::SHProjectCubeMap(
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XMVECTOR dir = XMVectorSet(ix, iy, iz, 0);
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dir = XMVector3Normalize(dir);
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const float fDiffSolid = 4.0f / ((1.0f + fU * fU + fV * fV)*sqrtf(1.0f + fU * fU + fV * fV));
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const float fDiffSolid = 4.0f / ((1.0f + u * u + v * v)*sqrtf(1.0f + u * u + v * v));
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fWt += fDiffSolid;
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XMSHEvalDirection(shBuff, order, dir);
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