2021-04-10 09:14:16 +00:00
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#version 330 core
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uniform mat4 fg_ProjectionMatrixInverse;
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2021-07-29 06:45:17 +00:00
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uniform vec2 fg_NearFar;
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2021-04-10 09:14:16 +00:00
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2021-08-26 20:51:46 +00:00
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// Octahedron normal encoding
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// https://knarkowicz.wordpress.com/2014/04/16/octahedron-normal-vector-encoding/
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vec2 msign(vec2 v)
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{
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return vec2((v.x >= 0.0) ? 1.0 : -1.0,
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(v.y >= 0.0) ? 1.0 : -1.0);
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}
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2021-04-10 09:14:16 +00:00
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vec2 encodeNormal(vec3 n)
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{
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2021-08-26 20:51:46 +00:00
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n /= (abs(n.x) + abs(n.y) + abs(n.z));
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n.xy = (n.z >= 0) ? n.xy : (1.0 - abs(n.yx)) * msign(n.xy);
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n.xy = n.xy * 0.5 + 0.5;
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return n.xy;
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2021-04-10 09:14:16 +00:00
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}
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2021-08-26 20:51:46 +00:00
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vec3 decodeNormal(vec2 f)
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2021-04-10 09:14:16 +00:00
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{
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2021-08-26 20:51:46 +00:00
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f = f * 2.0 - 1.0;
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vec3 n = vec3(f, 1.0 - abs(f.x) - abs(f.y));
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float t = max(-n.z, 0.0);
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n.x += (n.x > 0.0) ? -t : t;
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n.y += (n.y > 0.0) ? -t : t;
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return normalize(n);
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2021-04-10 09:14:16 +00:00
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}
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2021-08-17 18:58:30 +00:00
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// Given a 2D coordinate in the range [0,1] and a depth value from a depth
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// buffer, also in the [0,1] range, return the view space position.
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2021-04-10 09:14:16 +00:00
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vec3 positionFromDepth(vec2 pos, float depth)
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{
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2021-08-17 18:58:30 +00:00
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// We are using a reversed depth buffer. 1.0 corresponds to the near plane
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// and 0.0 to the far plane. We convert this back to clip space by doing
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// 1.0 - depth to undo the depth reversal
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// 2.0 * depth - 1.0 to transform it to clip space [-1,1]
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vec4 clipSpacePos = vec4(pos * 2.0 - 1.0, 1.0 - depth * 2.0, 1.0);
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vec4 viewSpacePos = fg_ProjectionMatrixInverse * clipSpacePos;
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viewSpacePos.xyz /= viewSpacePos.w;
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return viewSpacePos.xyz;
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2021-04-10 09:14:16 +00:00
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}
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2021-07-29 06:45:17 +00:00
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// http://www.geeks3d.com/20091216/geexlab-how-to-visualize-the-depth-buffer-in-glsl/
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float linearizeDepth(float depth)
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{
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2021-08-17 18:58:30 +00:00
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float z = 1.0 - depth; // Undo the depth reversal
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return 2.0 * fg_NearFar.x
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/ (fg_NearFar.y + fg_NearFar.x - z * (fg_NearFar.y - fg_NearFar.x));
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2021-07-29 06:45:17 +00:00
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}
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2021-07-31 10:59:16 +00:00
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vec3 decodeSRGB(vec3 screenRGB)
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{
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vec3 a = screenRGB / 12.92;
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vec3 b = pow((screenRGB + 0.055) / 1.055, vec3(2.4));
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vec3 c = step(vec3(0.04045), screenRGB);
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return mix(a, b, c);
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}
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