20 lines
659 B
GLSL
20 lines
659 B
GLSL
#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
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#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
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vec3 ToNDC(vec3 pos) {
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vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x,
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gbufferProjectionInverse[1].y,
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gbufferProjectionInverse[2].zw);
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vec3 p3 = pos * 2.0 - 1.0;
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vec4 viewPos = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
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return viewPos.xyz / viewPos.w;
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}
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vec3 ToWorld(vec3 pos) {
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return mat3(gbufferModelViewInverse) * pos + gbufferModelViewInverse[3].xyz;
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}
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vec3 ToShadow(vec3 pos) {
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vec3 shadowpos = mat3(shadowModelView) * pos + shadowModelView[3].xyz;
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return projMAD(shadowProjection, shadowpos);
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} |