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/* keep in sync with DRWManager.view_data */
layout(std140) uniform viewBlock
{
/* Same order as DRWViewportMatrixType */
mat4 ViewProjectionMatrix;
mat4 ViewProjectionMatrixInverse;
mat4 ViewMatrix;
mat4 ViewMatrixInverse;
mat4 ProjectionMatrix;
mat4 ProjectionMatrixInverse;
vec4 CameraTexCoFactors;
vec4 clipPlanes[2];
};
/** Transform shortcuts. */
/* Rule of thumb: Try to reuse world positions and normals because converting though viewspace
* will always be decomposed in at least 2 matrix operation. */
/**
* Some clarification:
* Usually Normal matrix is transpose(inverse(ViewMatrix * ModelMatrix))
*
* But since it is slow to multiply matrices we decompose it. Decomposing
* inversion and transposition both invert the product order leaving us with
* the same original order:
* transpose(ViewMatrixInverse) * transpose(ModelMatrixInverse)
*
* Knowing that the view matrix is orthogonal, the transpose is also the inverse.
* Note: This is only valid because we are only using the mat3 of the ViewMatrixInverse.
* ViewMatrix * transpose(ModelMatrixInverse)
**/
#define normal_object_to_view(nor) (mat3(ViewMatrix) * normal_object_to_world(nor))
#define normal_object_to_world(nor) (transpose(mat3(ModelMatrixInverse)) * nor)
#define normal_world_to_object(nor) (transpose(mat3(ModelMatrix)) * nor)
#define normal_world_to_view(nor) (mat3(ViewMatrix) * nor)
#define point_object_to_ndc(point) (ViewProjectionMatrix * (ModelMatrix * vec4(pt, 1.0)))
#define point_object_to_view(point) ((ViewMatrix * (ModelMatrix * vec4(pt, 1.0))).xyz)
#define point_object_to_world(point) ((ModelMatrix * vec4(point, 1.0)).xyz)
#define point_view_to_ndc(point) (ProjectionMatrix * vec4(point, 1.0))
#define point_view_to_object(point) ((ModelMatrixInverse * (ViewMatrixInverse * vec4(pt, 1.))).xyz)
#define point_view_to_world(point) ((ViewMatrixInverse * vec4(point, 1.0)).xyz)
#define point_world_to_ndc(point) (ViewProjectionMatrix * vec4(point, 1.0))
#define point_world_to_object(point) ((ModelMatrixInverse * vec4(point, 1.0)).xyz)
#define point_world_to_view(point) ((ViewMatrix * vec4(point, 1.0)).xyz)
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