Solara-Shaders/shaders/lib/util/spaceConversion.glsl
2024-06-22 15:15:55 -04:00

20 lines
659 B
GLSL

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