vec2 octahedron_wrap(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 get_nor(const vec2 enc) { vec3 n; n.z = 1.0 - abs(enc.x) - abs(enc.y); n.xy = n.z >= 0.0 ? enc.xy : octahedron_wrap(enc.xy); n = normalize(n); return n; } vec3 get_pos_view(const vec3 view_ray, const float depth, const vec2 camera_proj) { float linear_depth = camera_proj.y / (camera_proj.x - depth); // float linear_depth = camera_proj.y / ((depth * 0.5 + 0.5) - camera_proj.x); return view_ray * linear_depth; } vec3 get_pos(const vec3 eye, const vec3 eye_look, const vec3 view_ray, const float depth, const vec2 camera_proj) { // eye_look, view_ray should be normalized float linear_depth = camera_proj.y / ((depth * 0.5 + 0.5) - camera_proj.x); float view_z_dist = dot(eye_look, view_ray); vec3 wposition = eye + view_ray * (linear_depth / view_z_dist); return wposition; } // GBuffer helper - Sebastien Lagarde // https://seblagarde.wordpress.com/2018/09/02/gbuffer-helper-packing-integer-and-float-together/ float pack_f32_i16(const float f, const uint i) { // Constant optimize by compiler const int num_bit_target = 16; const int num_bit_i = 4; const float prec = float(1 << num_bit_target); const float maxi = float(1 << num_bit_i); const float prec_minus_one = prec - 1.0; const float t1 = ((prec / maxi) - 1.0) / prec_minus_one; const float t2 = (prec / maxi) / prec_minus_one; // Code return t1 * f + t2 * float(i); } void unpack_f32_i16(const float val, OUT(float, f), OUT(uint, i)) { // Constant optimize by compiler const int num_bit_target = 16; const int num_bit_i = 4; const float prec = float(1 << num_bit_target); const float maxi = float(1 << num_bit_i); const float prec_minus_one = prec - 1.0; const float t1 = ((prec / maxi) - 1.0) / prec_minus_one; const float t2 = (prec / maxi) / prec_minus_one; // Code // extract integer part // + rcp(prec_minus_one) to deal with precision issue i = uint((val / t2) + (1.0 / prec_minus_one)); // Now that we have i, solve formula in pack_f32_i16 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 }