59 lines
1.5 KiB
HLSL
59 lines
1.5 KiB
HLSL
#ifdef COMPILEVS
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float3x3 GetCameraRot()
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{
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return float3x3(cViewInv[0][0], cViewInv[0][1], cViewInv[0][2],
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cViewInv[1][0], cViewInv[1][1], cViewInv[1][2],
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cViewInv[2][0], cViewInv[2][1], cViewInv[2][2]);
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}
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float4 GetScreenPos(float4 clipPos)
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{
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return float4(
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clipPos.x * cGBufferOffsets.z + cGBufferOffsets.x * clipPos.w,
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-clipPos.y * cGBufferOffsets.w + cGBufferOffsets.y * clipPos.w,
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0.0,
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clipPos.w);
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}
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float2 GetScreenPosPreDiv(float4 clipPos)
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{
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return float2(
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clipPos.x / clipPos.w * cGBufferOffsets.z + cGBufferOffsets.x,
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-clipPos.y / clipPos.w * cGBufferOffsets.w + cGBufferOffsets.y);
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}
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float2 GetQuadTexCoord(float4 clipPos)
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{
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return float2(
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clipPos.x / clipPos.w * 0.5 + 0.5,
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-clipPos.y / clipPos.w * 0.5 + 0.5);
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}
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float2 GetQuadTexCoordNoFlip(float3 worldPos)
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{
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return float2(
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worldPos.x * 0.5 + 0.5,
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-worldPos.y * 0.5 + 0.5);
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}
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float3 GetFarRay(float4 clipPos)
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{
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float3 viewRay = float3(
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clipPos.x / clipPos.w * cFrustumSize.x,
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clipPos.y / clipPos.w * cFrustumSize.y,
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cFrustumSize.z);
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return mul(viewRay, GetCameraRot());
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}
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float3 GetNearRay(float4 clipPos)
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{
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float3 viewRay = float3(
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clipPos.x / clipPos.w * cFrustumSize.x,
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clipPos.y / clipPos.w * cFrustumSize.y,
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0.0);
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return mul(viewRay, GetCameraRot()) * cDepthMode.z;
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}
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#endif
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