コード例 #1
0
        public Color getRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
            {
                return(Color.BLACK);
            }
            state.faceforward();
            float   cos    = state.getCosND();
            float   dn     = 2 * cos;
            Vector3 refDir = new Vector3();

            refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
            Ray refRay = new Ray(state.getPoint(), refDir);

            // compute Fresnel term
            cos = 1 - cos;
            float cos2 = cos * cos;
            float cos5 = cos2 * cos2 * cos;
            Color ret  = Color.white();

            ret.sub(color);
            ret.mul(cos5);
            ret.add(color);
            return(ret.mul(state.traceReflection(refRay, 0)));
        }
コード例 #2
0
        public Color GetRadiance(ShadingState state)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            // direct lighting
            state.initLightSamples();
            state.initCausticSamples();
            Color d = getDiffuse(state);
            Color lr = state.diffuse(d);
            if (!state.includeSpecular)
                return lr;
            if (glossyness == 0)
            {
                float cos = state.getCosND();
                float dn = 2 * cos;
                Vector3 refDir = new Vector3();
                refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                Ray refRay = new Ray(state.getPoint(), refDir);
                // compute Fresnel term
                cos = 1 - cos;
                float cos2 = cos * cos;
                float cos5 = cos2 * cos2 * cos;

                Color spec = getSpecular(state);
                Color ret = Color.white();
                ret.sub(spec);
                ret.mul(cos5);
                ret.add(spec);
                return lr.add(ret.mul(state.traceReflection(refRay, 0)));
            }
            else
                return lr.add(state.specularPhong(getSpecular(state), 2 / glossyness, numSamples));
        }
コード例 #3
0
ファイル: UberShader.cs プロジェクト: rzel/sunflowsharp
        public void scatterPhoton(ShadingState state, Color power)
        {
            Color diffuse, specular;

            // make sure we are on the right side of the material
            state.faceforward();
            diffuse  = getDiffuse(state);
            specular = getSpecular(state);
            state.storePhoton(state.getRay().getDirection(), power, diffuse);
            float  d   = diffuse.getAverage();
            float  r   = specular.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd < d)
            {
                // photon is scattered
                power.mul(diffuse).mul(1.0f / d);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * rnd / d;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Sqrt(v);
                float            s1  = (float)Math.Sqrt(1.0 - v);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
            else if (rnd < d + r)
            {
                if (glossyness == 0)
                {
                    float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
                    power.mul(diffuse).mul(1.0f / d);
                    // photon is reflected
                    float   dn  = 2 * cos;
                    Vector3 dir = new Vector3();
                    dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                    dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                    dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                    state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
                }
                else
                {
                    float dn = 2.0f * state.getCosND();
                    // reflected direction
                    Vector3 refDir = new Vector3();
                    refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
                    refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
                    refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
                    power.mul(spec).mul(1.0f / r);
                    OrthoNormalBasis onb = state.getBasis();
                    double           u   = 2 * Math.PI * (rnd - r) / r;
                    double           v   = state.getRandom(0, 1, 1);
                    float            s   = (float)Math.Pow(v, 1 / ((1.0f / glossyness) + 1));
                    float            s1  = (float)Math.Sqrt(1 - s * s);
                    Vector3          w   = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
                    w = onb.transform(w, new Vector3());
                    state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
                }
            }
        }
コード例 #4
0
        public Color GetRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
                return Color.BLACK;
            Vector3 reflDir = new Vector3();
            Vector3 refrDir = new Vector3();
            state.faceforward();
            float cos = state.getCosND();
            bool inside = state.isBehind();
            float neta = inside ? eta : 1.0f / eta;

            float dn = 2 * cos;
            reflDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            reflDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            reflDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;

            // refracted ray
            float arg = 1 - (neta * neta * (1 - (cos * cos)));
            bool tir = arg < 0;
            if (tir)
                refrDir.x = refrDir.y = refrDir.z = 0;
            else
            {
                float nK = (neta * cos) - (float)Math.Sqrt(arg);
                refrDir.x = (neta * state.getRay().dx) + (nK * state.getNormal().x);
                refrDir.y = (neta * state.getRay().dy) + (nK * state.getNormal().y);
                refrDir.z = (neta * state.getRay().dz) + (nK * state.getNormal().z);
            }

            // compute Fresnel terms
            float cosTheta1 = Vector3.dot(state.getNormal(), reflDir);
            float cosTheta2 = -Vector3.dot(state.getNormal(), refrDir);

            float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
            float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
            float kr = 0.5f * (pPara * pPara + pPerp * pPerp);
            float kt = 1 - kr;

            Color absorption = null;
            if (inside && absorptionDistance > 0)
            {
                // this ray is inside the object and leaving it
                // compute attenuation that occured along the ray
                absorption = Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp();
                if (absorption.isBlack())
                    return Color.BLACK; // nothing goes through
            }
            // refracted ray
            Color ret = Color.black();
            if (!tir)
            {
                ret.madd(kt, state.traceRefraction(new Ray(state.getPoint(), refrDir), 0)).mul(color);
            }
            if (!inside || tir)
                ret.add(Color.mul(kr, state.traceReflection(new Ray(state.getPoint(), reflDir), 0)).mul(color));
            return absorption != null ? ret.mul(absorption) : ret;
        }
コード例 #5
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     float avg = color.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd >= avg)
         return;
     state.faceforward();
     float cos = state.getCosND();
     power.mul(color).mul(1.0f / avg);
     // photon is reflected
     float dn = 2 * cos;
     Vector3 dir = new Vector3();
     dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
     dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
     dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
     state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
 }
コード例 #6
0
ファイル: PhongShader.cs プロジェクト: rzel/sunflowsharp
        public void scatterPhoton(ShadingState state, Color power)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            Color d = getDiffuse(state);

            state.storePhoton(state.getRay().getDirection(), power, d);
            float  avgD = d.getAverage();
            float  avgS = spec.getAverage();
            double rnd  = state.getRandom(0, 0, 1);

            if (rnd < avgD)
            {
                // photon is scattered diffusely
                power.mul(d).mul(1.0f / avgD);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * rnd / avgD;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Sqrt(v);
                float            s1  = (float)Math.Sqrt(1.0f - v);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
                w = onb.transform(w, new Vector3());
                state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
            }
            else if (rnd < avgD + avgS)
            {
                // photon is scattered specularly
                float dn = 2.0f * state.getCosND();
                // reflected direction
                Vector3 refDir = new Vector3();
                refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
                refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
                refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
                power.mul(spec).mul(1.0f / avgS);
                OrthoNormalBasis onb = state.getBasis();
                double           u   = 2 * Math.PI * (rnd - avgD) / avgS;
                double           v   = state.getRandom(0, 1, 1);
                float            s   = (float)Math.Pow(v, 1 / (this.power + 1));
                float            s1  = (float)Math.Sqrt(1 - s * s);
                Vector3          w   = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
                w = onb.transform(w, new Vector3());
                state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
            }
        }
コード例 #7
0
ファイル: PhongShader.cs プロジェクト: rzel/sunflowsharp
 public void scatterPhoton(ShadingState state, Color power)
 {
     // make sure we are on the right side of the material
     state.faceforward();
     Color d = getDiffuse(state);
     state.storePhoton(state.getRay().getDirection(), power, d);
     float avgD = d.getAverage();
     float avgS = spec.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avgD)
     {
         // photon is scattered diffusely
         power.mul(d).mul(1.0f / avgD);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / avgD;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0f - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
     else if (rnd < avgD + avgS)
     {
         // photon is scattered specularly
         float dn = 2.0f * state.getCosND();
         // reflected direction
         Vector3 refDir = new Vector3();
         refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
         refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
         refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
         power.mul(spec).mul(1.0f / avgS);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * (rnd - avgD) / avgS;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Pow(v, 1 / (this.power + 1));
         float s1 = (float)Math.Sqrt(1 - s * s);
         Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
         w = onb.transform(w, new Vector3());
         state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
     }
 }
コード例 #8
0
        public Color GetRadiance(ShadingState state)
        {
            // make sure we are on the right side of the material
            state.faceforward();
            // direct lighting
            state.initLightSamples();
            state.initCausticSamples();
            Color d  = getDiffuse(state);
            Color lr = state.diffuse(d);

            if (!state.includeSpecular)
            {
                return(lr);
            }
            if (glossyness == 0)
            {
                float   cos    = state.getCosND();
                float   dn     = 2 * cos;
                Vector3 refDir = new Vector3();
                refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                Ray refRay = new Ray(state.getPoint(), refDir);
                // compute Fresnel term
                cos = 1 - cos;
                float cos2 = cos * cos;
                float cos5 = cos2 * cos2 * cos;

                Color spec = getSpecular(state);
                Color ret  = Color.white();
                ret.sub(spec);
                ret.mul(cos5);
                ret.add(spec);
                return(lr.add(ret.mul(state.traceReflection(refRay, 0))));
            }
            else
            {
                return(lr.add(state.specularPhong(getSpecular(state), 2 / glossyness, numSamples)));
            }
        }
コード例 #9
0
        public void scatterPhoton(ShadingState state, Color power)
        {
            float  avg = color.getAverage();
            double rnd = state.getRandom(0, 0, 1);

            if (rnd >= avg)
            {
                return;
            }
            state.faceforward();
            float cos = state.getCosND();

            power.mul(color).mul(1.0f / avg);
            // photon is reflected
            float   dn  = 2 * cos;
            Vector3 dir = new Vector3();

            dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
            state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
        }
コード例 #10
0
        public Color GetRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
                return Color.BLACK;
            state.faceforward();
            float cos = state.getCosND();
            float dn = 2 * cos;
            Vector3 refDir = new Vector3();
            refDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            refDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            refDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
            Ray refRay = new Ray(state.getPoint(), refDir);

            // compute Fresnel term
            cos = 1 - cos;
            float cos2 = cos * cos;
            float cos5 = cos2 * cos2 * cos;
            Color ret = Color.white();
            ret.sub(color);
            ret.mul(cos5);
            ret.add(color);
            return ret.mul(state.traceReflection(refRay, 0));
        }
コード例 #11
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color diffuse, specular;
     // make sure we are on the right side of the material
     state.faceforward();
     diffuse = getDiffuse(state);
     specular = getSpecular(state);
     state.storePhoton(state.getRay().getDirection(), power, diffuse);
     float d = diffuse.getAverage();
     float r = specular.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < d)
     {
         // photon is scattered
         power.mul(diffuse).mul(1.0f / d);
         OrthoNormalBasis onb = state.getBasis();
         double u = 2 * Math.PI * rnd / d;
         double v = state.getRandom(0, 1, 1);
         float s = (float)Math.Sqrt(v);
         float s1 = (float)Math.Sqrt(1.0 - v);
         Vector3 w = new Vector3((float)Math.Cos(u) * s, (float)Math.Sin(u) * s, s1);
         w = onb.transform(w, new Vector3());
         state.traceDiffusePhoton(new Ray(state.getPoint(), w), power);
     }
     else if (rnd < d + r)
     {
         if (glossyness == 0)
         {
             float cos = -Vector3.dot(state.getNormal(), state.getRay().getDirection());
             power.mul(diffuse).mul(1.0f / d);
             // photon is reflected
             float dn = 2 * cos;
             Vector3 dir = new Vector3();
             dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
             dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
             dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
             state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
         }
         else
         {
             float dn = 2.0f * state.getCosND();
             // reflected direction
             Vector3 refDir = new Vector3();
             refDir.x = (dn * state.getNormal().x) + state.getRay().dx;
             refDir.y = (dn * state.getNormal().y) + state.getRay().dy;
             refDir.z = (dn * state.getNormal().z) + state.getRay().dz;
             power.mul(spec).mul(1.0f / r);
             OrthoNormalBasis onb = state.getBasis();
             double u = 2 * Math.PI * (rnd - r) / r;
             double v = state.getRandom(0, 1, 1);
             float s = (float)Math.Pow(v, 1 / ((1.0f / glossyness) + 1));
             float s1 = (float)Math.Sqrt(1 - s * s);
             Vector3 w = new Vector3((float)Math.Cos(u) * s1, (float)Math.Sin(u) * s1, s);
             w = onb.transform(w, new Vector3());
             state.traceReflectionPhoton(new Ray(state.getPoint(), w), power);
         }
     }
 }
コード例 #12
0
 public void ScatterPhoton(ShadingState state, Color power)
 {
     Color refr = Color.mul(1 - f0, color);
     Color refl = Color.mul(f0, color);
     float avgR = refl.getAverage();
     float avgT = refr.getAverage();
     double rnd = state.getRandom(0, 0, 1);
     if (rnd < avgR)
     {
         state.faceforward();
         // don't reflect internally
         if (state.isBehind())
             return;
         // photon is reflected
         float cos = state.getCosND();
         power.mul(refl).mul(1.0f / avgR);
         float dn = 2 * cos;
         Vector3 dir = new Vector3();
         dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
         dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
         dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
         state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
     }
     else if (rnd < avgR + avgT)
     {
         state.faceforward();
         // photon is refracted
         float cos = state.getCosND();
         float neta = state.isBehind() ? eta : 1.0f / eta;
         power.mul(refr).mul(1.0f / avgT);
         float wK = -neta;
         float arg = 1 - (neta * neta * (1 - (cos * cos)));
         Vector3 dir = new Vector3();
         if (state.isBehind() && absorptionDistance > 0)
         {
             // this ray is inside the object and leaving it
             // compute attenuation that occured along the ray
             power.mul(Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp());
         }
         if (arg < 0)
         {
             // TIR
             float dn = 2 * cos;
             dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
             dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
             dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
             state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
         }
         else
         {
             float nK = (neta * cos) - (float)Math.Sqrt(arg);
             dir.x = (-wK * state.getRay().dx) + (nK * state.getNormal().x);
             dir.y = (-wK * state.getRay().dy) + (nK * state.getNormal().y);
             dir.z = (-wK * state.getRay().dz) + (nK * state.getNormal().z);
             state.traceRefractionPhoton(new Ray(state.getPoint(), dir), power);
         }
     }
 }
コード例 #13
0
ファイル: GlassShader.cs プロジェクト: Vargol/PhotonPump
        public Color GetRadiance(ShadingState state)
        {
            if (!state.includeSpecular)
            {
                return(Color.BLACK);
            }
            Vector3 reflDir = new Vector3();
            Vector3 refrDir = new Vector3();

            state.faceforward();
            float cos    = state.getCosND();
            bool  inside = state.isBehind();
            float neta   = inside ? eta : 1.0f / eta;

            float dn = 2 * cos;

            reflDir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
            reflDir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
            reflDir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;

            // refracted ray
            float arg = 1 - (neta * neta * (1 - (cos * cos)));
            bool  tir = arg < 0;

            if (tir)
            {
                refrDir.x = refrDir.y = refrDir.z = 0;
            }
            else
            {
                float nK = (neta * cos) - (float)Math.Sqrt(arg);
                refrDir.x = (neta * state.getRay().dx) + (nK * state.getNormal().x);
                refrDir.y = (neta * state.getRay().dy) + (nK * state.getNormal().y);
                refrDir.z = (neta * state.getRay().dz) + (nK * state.getNormal().z);
            }

            // compute Fresnel terms
            float cosTheta1 = Vector3.dot(state.getNormal(), reflDir);
            float cosTheta2 = -Vector3.dot(state.getNormal(), refrDir);

            float pPara = (cosTheta1 - eta * cosTheta2) / (cosTheta1 + eta * cosTheta2);
            float pPerp = (eta * cosTheta1 - cosTheta2) / (eta * cosTheta1 + cosTheta2);
            float kr    = 0.5f * (pPara * pPara + pPerp * pPerp);
            float kt    = 1 - kr;

            Color absorption = null;

            if (inside && absorptionDistance > 0)
            {
                // this ray is inside the object and leaving it
                // compute attenuation that occured along the ray
                absorption = Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp();
                if (absorption.isBlack())
                {
                    return(Color.BLACK); // nothing goes through
                }
            }
            // refracted ray
            Color ret = Color.black();

            if (!tir)
            {
                ret.madd(kt, state.traceRefraction(new Ray(state.getPoint(), refrDir), 0)).mul(color);
            }
            if (!inside || tir)
            {
                ret.add(Color.mul(kr, state.traceReflection(new Ray(state.getPoint(), reflDir), 0)).mul(color));
            }
            return(absorption != null?ret.mul(absorption) : ret);
        }
コード例 #14
0
ファイル: GlassShader.cs プロジェクト: Vargol/PhotonPump
        public void ScatterPhoton(ShadingState state, Color power)
        {
            Color  refr = Color.mul(1 - f0, color);
            Color  refl = Color.mul(f0, color);
            float  avgR = refl.getAverage();
            float  avgT = refr.getAverage();
            double rnd  = state.getRandom(0, 0, 1);

            if (rnd < avgR)
            {
                state.faceforward();
                // don't reflect internally
                if (state.isBehind())
                {
                    return;
                }
                // photon is reflected
                float cos = state.getCosND();
                power.mul(refl).mul(1.0f / avgR);
                float   dn  = 2 * cos;
                Vector3 dir = new Vector3();
                dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
            }
            else if (rnd < avgR + avgT)
            {
                state.faceforward();
                // photon is refracted
                float cos  = state.getCosND();
                float neta = state.isBehind() ? eta : 1.0f / eta;
                power.mul(refr).mul(1.0f / avgT);
                float   wK  = -neta;
                float   arg = 1 - (neta * neta * (1 - (cos * cos)));
                Vector3 dir = new Vector3();
                if (state.isBehind() && absorptionDistance > 0)
                {
                    // this ray is inside the object and leaving it
                    // compute attenuation that occured along the ray
                    power.mul(Color.mul(-state.getRay().getMax() / absorptionDistance, absorptionColor.copy().opposite()).exp());
                }
                if (arg < 0)
                {
                    // TIR
                    float dn = 2 * cos;
                    dir.x = (dn * state.getNormal().x) + state.getRay().getDirection().x;
                    dir.y = (dn * state.getNormal().y) + state.getRay().getDirection().y;
                    dir.z = (dn * state.getNormal().z) + state.getRay().getDirection().z;
                    state.traceReflectionPhoton(new Ray(state.getPoint(), dir), power);
                }
                else
                {
                    float nK = (neta * cos) - (float)Math.Sqrt(arg);
                    dir.x = (-wK * state.getRay().dx) + (nK * state.getNormal().x);
                    dir.y = (-wK * state.getRay().dy) + (nK * state.getNormal().y);
                    dir.z = (-wK * state.getRay().dz) + (nK * state.getNormal().z);
                    state.traceRefractionPhoton(new Ray(state.getPoint(), dir), power);
                }
            }
        }