#define EPSILON 0.00001 #define M_PI 3.14159265358979323846 #define CAVITY_BUFFER_RANGE 4.0 #ifdef WORKBENCH_ENCODE_NORMALS # define WB_Normal vec2 /* 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 */ WB_Normal 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; } #else # define WB_Normal vec3 /* Well just do nothing... */ # define workbench_normal_encode(f, a) (a) # define workbench_normal_decode(a) (a.xyz) #endif /* WORKBENCH_ENCODE_NORMALS */ /* 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 dumb af. and think we use mediump 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 dumb af. and think we use mediump 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)); } vec3 view_vector_from_screen_uv(vec2 uv, vec4 viewvecs[3], mat4 proj_mat) { if (proj_mat[3][3] == 0.0) { return normalize(viewvecs[0].xyz + vec3(uv, 0.0) * viewvecs[1].xyz); } else { return vec3(0.0, 0.0, 1.0); } } vec3 view_position_from_depth(vec2 uvcoords, float depth, vec4 viewvecs[3], mat4 proj_mat) { if (proj_mat[3][3] == 0.0) { /* Perspective */ float d = 2.0 * depth - 1.0; float zview = -proj_mat[3][2] / (d + proj_mat[2][2]); return zview * (viewvecs[0].xyz + vec3(uvcoords, 0.0) * viewvecs[1].xyz); } else { /* Orthographic */ vec3 offset = vec3(uvcoords, depth); return viewvecs[0].xyz + offset * viewvecs[1].xyz; } }