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- #ifndef _MATH_GLSL_
- #define _MATH_GLSL_
- float hash(const vec2 p) {
- float h = dot(p, vec2(127.1, 311.7));
- return fract(sin(h) * 43758.5453123);
- }
- vec2 envMapEquirect(const vec3 normal) {
- const float PI = 3.1415926535;
- const float PI2 = PI * 2.0;
- float phi = acos(normal.z);
- float theta = atan(-normal.y, normal.x) + PI;
- return vec2(theta / PI2, phi / PI);
- }
- float rand(const vec2 co) { // Unreliable
- return fract(sin(dot(co.xy, vec2(12.9898, 78.233))) * 43758.5453);
- }
- vec2 rand2(const vec2 coord) {
- const float width = 1100;
- const float height = 500;
- float noiseX = ((fract(1.0 - coord.s * (width / 2.0)) * 0.25) + (fract(coord.t * (height / 2.0)) * 0.75)) * 2.0 - 1.0;
- float noiseY = ((fract(1.0 - coord.s * (width / 2.0)) * 0.75) + (fract(coord.t * (height / 2.0)) * 0.25)) * 2.0 - 1.0;
- return vec2(noiseX, noiseY);
- }
- float linearize(const float depth, vec2 cameraProj) {
- // to viewz
- return cameraProj.y / (depth - cameraProj.x);
- }
- float attenuate(const float dist) {
- // float attenuate(float dist, float constant, float linear, float quadratic) {
- return 1.0 / (dist * dist);
- // 1.0 / (constant * 1.0)
- // 1.0 / (linear * dist)
- // 1.0 / (quadratic * dist * dist);
- }
- #endif
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