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- #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
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