28 lines
621 B
GLSL
28 lines
621 B
GLSL
uniform vec3 fg_Planes;
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// normal compression functions from
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// http://aras-p.info/texts/CompactNormalStorage.html#method04spheremap
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vec2 normal_encode(vec3 n)
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{
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float p = sqrt(n.z * 8.0 + 8.0);
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return n.xy / p + 0.5;
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}
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vec3 normal_decode(vec2 enc)
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{
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vec2 fenc = enc * 4.0 - 2.0;
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float f = dot(fenc,fenc);
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float g = sqrt(1.0 - f / 4.0);
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vec3 n;
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n.xy = fenc * g;
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n.z = 1.0 - f / 2.0;
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return n;
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}
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vec3 position( vec3 viewDir, float depth )
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{
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vec3 pos;
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pos.z = - fg_Planes.y / (fg_Planes.x + depth * fg_Planes.z);
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pos.xy = viewDir.xy / viewDir.z * pos.z;
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return pos;
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}
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