#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; } // GBuffer helper - Sebastien Lagarde // https://seblagarde.wordpress.com/2018/09/02/gbuffer-helper-packing-integer-and-float-together/ 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 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