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2026-05-07 21:38:27 +03:00

48 lines
1.4 KiB
GLSL

#define diagonal3(m) vec3((m)[0].x, (m)[1].y, m[2].z)
#define projMAD(m, v) (diagonal3(m) * (v) + (m)[3].xyz)
vec3 ScreenToView(vec3 pos) {
vec4 iProjDiag = vec4(gbufferProjectionInverse[0].x,
gbufferProjectionInverse[1].y,
gbufferProjectionInverse[2].zw);
vec3 p3 = pos * 2.0 - 1.0;
vec4 viewPos = iProjDiag * p3.xyzz + gbufferProjectionInverse[3];
return viewPos.xyz / viewPos.w;
}
vec3 ViewToPlayer(vec3 pos) {
return mat3(gbufferModelViewInverse) * pos + gbufferModelViewInverse[3].xyz;
}
vec3 PlayerToShadow(vec3 pos) {
vec3 shadowpos = mat3(shadowModelView) * pos + shadowModelView[3].xyz;
return projMAD(shadowProjection, shadowpos);
}
vec3 ShadowClipToShadowView(vec3 pos) {
return mat3(shadowProjectionInverse) * pos;
}
vec3 ShadowViewToPlayer(vec3 pos) {
return mat3(shadowModelViewInverse) * pos;
}
vec3 worldToView(vec3 worldPos) {
vec4 pos = vec4(worldPos, 0.0);
pos = gbufferModelView * pos;
return pos.xyz;
}
#ifdef DISTANT_HORIZONS
vec3 ScreenToViewDH(vec3 pos) {
vec4 iProjDiag = vec4(dhProjectionInverse[0].x,
dhProjectionInverse[1].y,
dhProjectionInverse[2].zw);
vec3 p3 = pos * 2.0 - 1.0;
vec4 viewPos = iProjDiag * p3.xyzz + dhProjectionInverse[3];
return viewPos.xyz / viewPos.w;
}
#endif