armory/Shaders/std/gbuffer.glsl
2017-03-11 01:50:47 +01:00

85 lines
2.7 KiB
GLSL
Executable file

#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;
}
vec3 getPos2(const mat4 invVP, const float depth, const vec2 coord) {
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
pos = invVP * pos;
pos.xyz /= pos.w;
return pos.xyz;
}
vec3 getPosView2(const mat4 invP, const float depth, const vec2 coord) {
vec4 pos = vec4(coord * 2.0 - 1.0, depth, 1.0);
pos = invP * pos;
pos.xyz /= pos.w;
return pos.xyz;
}
vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec2 coord) {
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;
}