Urho3D/bin/CoreData/Shaders/GLSL/ScreenPos.glsl

59 lines
1.4 KiB
GLSL

#ifdef COMPILEVS
mat3 GetCameraRot()
{
return mat3(cViewInv[0][0], cViewInv[0][1], cViewInv[0][2],
cViewInv[1][0], cViewInv[1][1], cViewInv[1][2],
cViewInv[2][0], cViewInv[2][1], cViewInv[2][2]);
}
vec4 GetScreenPos(vec4 clipPos)
{
return vec4(
clipPos.x * cGBufferOffsets.z + cGBufferOffsets.x * clipPos.w,
clipPos.y * cGBufferOffsets.w + cGBufferOffsets.y * clipPos.w,
0.0,
clipPos.w);
}
vec2 GetScreenPosPreDiv(vec4 clipPos)
{
return vec2(
clipPos.x / clipPos.w * cGBufferOffsets.z + cGBufferOffsets.x,
clipPos.y / clipPos.w * cGBufferOffsets.w + cGBufferOffsets.y);
}
vec2 GetQuadTexCoord(vec4 clipPos)
{
return vec2(
clipPos.x / clipPos.w * 0.5 + 0.5,
clipPos.y / clipPos.w * 0.5 + 0.5);
}
vec2 GetQuadTexCoordNoFlip(vec3 worldPos)
{
return vec2(
worldPos.x * 0.5 + 0.5,
-worldPos.y * 0.5 + 0.5);
}
vec3 GetFarRay(vec4 clipPos)
{
vec3 viewRay = vec3(
clipPos.x / clipPos.w * cFrustumSize.x,
clipPos.y / clipPos.w * cFrustumSize.y,
cFrustumSize.z);
return viewRay * GetCameraRot();
}
vec3 GetNearRay(vec4 clipPos)
{
vec3 viewRay = vec3(
clipPos.x / clipPos.w * cFrustumSize.x,
clipPos.y / clipPos.w * cFrustumSize.y,
0.0);
return (viewRay * GetCameraRot()) * cDepthMode.x;
}
#endif