#define EPSILON 0.00001 #define CAVITY_BUFFER_RANGE 4.0 /* From http://aras-p.info/texts/CompactNormalStorage.html * Using Method #4: Spheremap Transform */ vec3 workbench_normal_decode(vec4 enc) { vec2 fenc = enc.xy * 4.0 - 2.0; float f = dot(fenc, fenc); float g = sqrt(1.0 - f / 4.0); vec3 n; n.xy = fenc * g; n.z = 1 - f / 2; return n; } /* From http://aras-p.info/texts/CompactNormalStorage.html * Using Method #4: Spheremap Transform */ vec2 workbench_normal_encode(bool front_face, vec3 n) { n = normalize(front_face ? n : -n); float p = sqrt(n.z * 8.0 + 8.0); n.xy = clamp(n.xy / p + 0.5, 0.0, 1.0); return n.xy; } /* Encoding into the alpha of a RGBA16F texture. (10bit mantissa) */ #define TARGET_BITCOUNT 8u #define METALLIC_BITS 3u /* Metallic channel is less important. */ #define ROUGHNESS_BITS (TARGET_BITCOUNT - METALLIC_BITS) /* Encode 2 float into 1 with the desired precision. */ float workbench_float_pair_encode(float v1, float v2) { // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS); // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS); /* Same as above because some compiler are very dumb and think we use medium int. */ const int v1_mask = 0x1F; const int v2_mask = 0x7; int iv1 = int(v1 * float(v1_mask)); int iv2 = int(v2 * float(v2_mask)) << int(ROUGHNESS_BITS); return float(iv1 | iv2); } void workbench_float_pair_decode(float data, out float v1, out float v2) { // const uint v1_mask = ~(0xFFFFFFFFu << ROUGHNESS_BITS); // const uint v2_mask = ~(0xFFFFFFFFu << METALLIC_BITS); /* Same as above because some compiler are very dumb and think we use medium int. */ const int v1_mask = 0x1F; const int v2_mask = 0x7; int idata = int(data); v1 = float(idata & v1_mask) * (1.0 / float(v1_mask)); v2 = float(idata >> int(ROUGHNESS_BITS)) * (1.0 / float(v2_mask)); }