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