#ifndef _GBUFFER_GLSL_ #define _GBUFFER_GLSL_ vec2 octahedronWrap(const vec2 v) { return (1.0 - abs(v.yx)) * (vec2(v.x >= 0.0 ? 1.0 : -1.0, v.y >= 0.0 ? 1.0 : -1.0)); } vec3 getNor(const vec2 enc) { vec3 n; n.z = 1.0 - abs(enc.x) - abs(enc.y); n.xy = n.z >= 0.0 ? enc.xy : octahedronWrap(enc.xy); n = normalize(n); return n; } vec3 getPosView(const vec3 viewRay, const float depth, const vec2 cameraProj) { float linearDepth = cameraProj.y / (cameraProj.x - depth); // float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x); return viewRay * linearDepth; } vec3 getPos(const vec3 eye, const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) { // eyeLook, viewRay should be normalized float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x); float viewZDist = dot(eyeLook, viewRay); vec3 wposition = eye + viewRay * (linearDepth / viewZDist); return wposition; } vec3 getPosNoEye(const vec3 eyeLook, const vec3 viewRay, const float depth, const vec2 cameraProj) { // eyeLook, viewRay should be normalized float linearDepth = cameraProj.y / ((depth * 0.5 + 0.5) - cameraProj.x); float viewZDist = dot(eyeLook, viewRay); vec3 wposition = viewRay * (linearDepth / viewZDist); return wposition; } #if defined(HLSL) || defined(METAL) vec3 getPos2(const mat4 invVP, const float depth, vec2 coord) { coord.y = 1.0 - coord.y; #else vec3 getPos2(const mat4 invVP, const float depth, const vec2 coord) { #endif vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0); pos = invVP * pos; pos.xyz /= pos.w; return pos.xyz; } #if defined(HLSL) || defined(METAL) vec3 getPosView2(const mat4 invP, const float depth, vec2 coord) { coord.y = 1.0 - coord.y; #else vec3 getPosView2(const mat4 invP, const float depth, const vec2 coord) { #endif vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0); pos = invP * pos; pos.xyz /= pos.w; return pos.xyz; } #if defined(HLSL) || defined(METAL) vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, vec2 coord) { coord.y = 1.0 - coord.y; #else vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec2 coord) { #endif vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0); pos = invVP * pos; pos.xyz /= pos.w; return pos.xyz - eye; } float packFloat(const float f1, const float f2) { return floor(f1 * 100.0) + min(f2, 1.0 - 1.0 / 100.0); } vec2 unpackFloat(const float f) { return vec2(floor(f) / 100.0, fract(f)); } float packFloat2(const float f1, const float f2) { // Higher f1 = less precise f2 return floor(f1 * 255.0) + min(f2, 1.0 - 1.0 / 100.0); } vec2 unpackFloat2(const float f) { return vec2(floor(f) / 255.0, fract(f)); } vec4 encodeRGBM(const vec3 rgb) { const float maxRange = 6.0; float maxRGB = max(rgb.x, max(rgb.g, rgb.b)); float m = maxRGB / maxRange; m = ceil(m * 255.0) / 255.0; return vec4(rgb / (m * maxRange), m); } vec3 decodeRGBM(const vec4 rgbm) { const float maxRange = 6.0; return rgbm.rgb * rgbm.a * maxRange; } uint encNor(vec3 n) { ivec3 nor = ivec3(n * 255.0f); uvec3 norSigns; norSigns.x = (nor.x >> 5) & 0x04000000; norSigns.y = (nor.y >> 14) & 0x00020000; norSigns.z = (nor.z >> 23) & 0x00000100; nor = abs(nor); uint val = norSigns.x | (nor.x << 18) | norSigns.y | (nor.y << 9) | norSigns.z | nor.z; return val; } vec3 decNor(uint val) { uvec3 nor; nor.x = (val >> 18) & 0x000000ff; nor.y = (val >> 9) & 0x000000ff; nor.z = val & 0x000000ff; uvec3 norSigns; norSigns.x = (val >> 25) & 0x00000002; norSigns.y = (val >> 16) & 0x00000002; norSigns.z = (val >> 7) & 0x00000002; norSigns = 1 - norSigns; vec3 normal = vec3(nor) / 255.0f; normal *= norSigns; return normal; } // GBuffer helper - Sebastien Lagarde // https://seblagarde.wordpress.com/2018/09/02/gbuffer-helper-packing-integer-and-float-together/ float packFloatInt8(const float f, const uint i) { // Constant optimize by compiler const int numBitTarget = 8; const int numBitI = 4; const float prec = float(1 << numBitTarget); const float maxi = float(1 << numBitI); const float precMinusOne = prec - 1.0; const float t1 = ((prec / maxi) - 1.0) / precMinusOne; const float t2 = (prec / maxi) / precMinusOne; // Code return t1 * f + t2 * float(i); } float packFloatInt16(const float f, const uint i) { // Constant optimize by compiler const int numBitTarget = 16; const int numBitI = 4; const float prec = float(1 << numBitTarget); const float maxi = float(1 << numBitI); const float precMinusOne = prec - 1.0; const float t1 = ((prec / maxi) - 1.0) / precMinusOne; const float t2 = (prec / maxi) / precMinusOne; // Code return t1 * f + t2 * float(i); } void unpackFloatInt8(const float val, out float f, out uint i) { // Constant optimize by compiler const int numBitTarget = 8; const int numBitI = 4; const float prec = float(1 << numBitTarget); const float maxi = float(1 << numBitI); const float precMinusOne = prec - 1.0; const float t1 = ((prec / maxi) - 1.0) / precMinusOne; const float t2 = (prec / maxi) / precMinusOne; // Code // extract integer part // + rcp(precMinusOne) to deal with precision issue i = int((val / t2) + (1.0 / precMinusOne)); // Now that we have i, solve formula in packFloatInt for f //f = (val - t2 * float(i)) / t1 => convert in mads form f = clamp((-t2 * float(i) + val) / t1, 0.0, 1.0); // Saturate in case of precision issue } void unpackFloatInt16(const float val, out float f, out uint i) { // Constant optimize by compiler const int numBitTarget = 16; const int numBitI = 4; const float prec = float(1 << numBitTarget); const float maxi = float(1 << numBitI); const float precMinusOne = prec - 1.0; const float t1 = ((prec / maxi) - 1.0) / precMinusOne; const float t2 = (prec / maxi) / precMinusOne; // Code // extract integer part // + rcp(precMinusOne) to deal with precision issue i = int((val / t2) + (1.0 / precMinusOne)); // Now that we have i, solve formula in packFloatInt for f //f = (val - t2 * float(i)) / t1 => convert in mads form f = clamp((-t2 * float(i) + val) / t1, 0.0, 1.0); // Saturate in case of precision issue } #endif