forked from LeenkxTeam/LNXSDK
164 lines
4.5 KiB
GLSL
164 lines
4.5 KiB
GLSL
#ifndef _GBUFFER_GLSL_
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#define _GBUFFER_GLSL_
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#include "std/math.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, float depth, vec2 cameraProj) {
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return viewRay * linearize(depth, cameraProj);
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}
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vec3 getPos(const vec3 eye, mat3 invV, const vec3 viewRay, float depth, vec2 cameraProj) {
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vec3 pVS = viewRay * linearize(depth, cameraProj);
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return eye + invV * pVS; // invV == inverse of view-rotation
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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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float linearDepth = linearize(depth, cameraProj);
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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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#if defined(HLSL) || defined(METAL)
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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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//#if defined(HLSL) || defined(METAL)
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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(mat4 invP, float depth, vec2 coord) {
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vec4 clip = vec4(coord * 2.0 - 1.0, depth, 1.0);
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vec4 view = invP * clip;
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return view.xyz / view.w;
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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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// Reconstruct view-space position from inverse View×Proj
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vec3 getPos2NoEye(const vec3 eye, const mat4 invVP, const float depth, const vec2 coord) {
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vec2 uv = coord;
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#if defined(HLSL) || defined(METAL)
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uv.y = 1.0 - uv.y;
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#endif
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vec4 clip = vec4(uv * 2.0 - 1.0, depth, 1.0);
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vec4 world = invVP * clip;
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world.xyz /= world.w;
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return world.xyz - eye;
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}
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// Updated to support separate roughness/metalness storage
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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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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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vec2 signNotZero(vec2 v) {
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return 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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vec2 encode_oct(vec3 v) {
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vec2 p = v.xy * (1.0 / (abs(v.x) + abs(v.y) + abs(v.z)));
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return (v.z <= 0.0) ? ((1.0 - abs(p.yx)) * signNotZero(p)) : p;
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}
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vec3 decode_oct(vec2 e) {
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vec3 v = vec3(e.xy, 1.0 - abs(e.x) - abs(e.y));
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if (v.z < 0.0) {
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v.xy = (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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return normalize(v);
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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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float packFloatInt16(const float f, const uint i) {
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const uint numBitFloat = 12;
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const float maxValFloat = float((1 << numBitFloat) - 1);
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const uint bitsInt = i << numBitFloat;
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const uint bitsFloat = uint(f * maxValFloat);
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return float(bitsInt | bitsFloat);
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}
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void unpackFloatInt16(const float val, out float f, out uint i) {
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const uint numBitFloat = 12;
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const float maxValFloat = float((1 << numBitFloat) - 1);
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const uint bitsValue = uint(val);
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i = bitsValue >> numBitFloat;
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f = (bitsValue & ~(0xF << numBitFloat)) / maxValFloat;
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}
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#endif |