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Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_fx_lib.glsl')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_fx_lib.glsl47
1 files changed, 47 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl b/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
new file mode 100644
index 00000000000..6c4bf3bb7a0
--- /dev/null
+++ b/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl
@@ -0,0 +1,47 @@
+vec3 calculate_view_space_normal(in vec3 viewposition)
+{
+ vec3 normal = cross(normalize(dFdx(viewposition)),
+ normalize(dFdy(viewposition)));
+ normalize(normal);
+ return normal;
+}
+
+/* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer
+ * we change the factors from the article to fit the OpennGL model. */
+#ifdef PERSP_MATRIX
+
+/* perspective camera code */
+
+vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth)
+{
+ float d = 2.0 * depth - 1.0;
+
+ float zview = -gl_ProjectionMatrix[3][2] / (d + gl_ProjectionMatrix[2][2]);
+
+ return zview * (viewvec_origin + vec3(uvcoords, 0.0) * viewvec_diff);
+}
+
+vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth)
+{
+ vec4 d = 2.0 * depth - vec4(1.0);
+
+ /* return positive value, so sign differs! */
+ return vec4(gl_ProjectionMatrix[3][2]) / (d + vec4(gl_ProjectionMatrix[2][2]));
+}
+
+#else
+/* orthographic camera code */
+
+vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth)
+{
+ vec3 offset = vec3(uvcoords, depth);
+
+ return vec3(viewvec_origin + offset * viewvec_diff);
+}
+
+vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth)
+{
+ return -(near + depth * range);
+}
+
+#endif