#include "../compiled.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 float projectionA = cameraPlane.y / (cameraPlane.y - cameraPlane.x); const float projectionB = (-cameraPlane.y * cameraPlane.x) / (cameraPlane.y - cameraPlane.x); float linearDepth = projectionB / (projectionA - depth); return viewRay * linearDepth; } vec3 getPos(const vec3 eye, const vec3 eyeLook, const vec3 viewRay, const float depth) { vec3 vray = normalize(viewRay); const float projectionA = cameraPlane.y / (cameraPlane.y - cameraPlane.x); const float projectionB = (-cameraPlane.y * cameraPlane.x) / (cameraPlane.y - cameraPlane.x); float linearDepth = projectionB / (depth * 0.5 + 0.5 - projectionA); float viewZDist = dot(eyeLook, vray); vec3 wposition = eye + vray * (linearDepth / viewZDist); return wposition; } vec3 getPosNoEye(const vec3 eyeLook, const vec3 viewRay, const float depth) { vec3 vray = normalize(viewRay); const float projectionA = cameraPlane.y / (cameraPlane.y - cameraPlane.x); const float projectionB = -(cameraPlane.y * cameraPlane.x) / (cameraPlane.y - cameraPlane.x); float linearDepth = projectionB / (depth * 0.5 + 0.5 - projectionA); float viewZDist = dot(eyeLook, vray); vec3 wposition = vray * (linearDepth / viewZDist); return wposition; } #ifdef _InvY 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; } #ifdef _InvY 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; } #ifdef _InvY 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) { float index = floor(f1 * 100.0); // Temporary float alpha = clamp(f2, 0.0, 1.0 - 0.001); return index + alpha; } vec2 unpackFloat(const float f) { return vec2(floor(f) / 100.0, 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; }