96 lines
2.5 KiB
Plaintext
96 lines
2.5 KiB
Plaintext
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#define PI 3.14159265359
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#define PI2 6.28318530718
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#define PI_HALF 1.5707963267949
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#define RECIPROCAL_PI 0.31830988618
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#define RECIPROCAL_PI2 0.15915494
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#define LOG2 1.442695
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#define EPSILON 1e-6
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#define saturate(a) clamp( a, 0.0, 1.0 )
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#define whiteCompliment(a) ( 1.0 - saturate( a ) )
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float pow2( const in float x ) { return x*x; }
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float pow3( const in float x ) { return x*x*x; }
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float pow4( const in float x ) { float x2 = x*x; return x2*x2; }
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float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); }
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// expects values in the range of [0,1]x[0,1], returns values in the [0,1] range.
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// do not collapse into a single function per: http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
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highp float rand( const in vec2 uv ) {
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const highp float a = 12.9898, b = 78.233, c = 43758.5453;
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highp float dt = dot( uv.xy, vec2( a,b ) ), sn = mod( dt, PI );
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return fract(sin(sn) * c);
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}
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struct IncidentLight {
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vec3 color;
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vec3 direction;
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bool visible;
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};
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struct ReflectedLight {
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vec3 directDiffuse;
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vec3 directSpecular;
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vec3 indirectDiffuse;
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vec3 indirectSpecular;
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};
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struct GeometricContext {
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vec3 position;
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vec3 normal;
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vec3 viewDir;
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};
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vec3 transformDirection( in vec3 dir, in mat4 matrix ) {
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return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz );
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}
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// http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations
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vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) {
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return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz );
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}
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vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
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float distance = dot( planeNormal, point - pointOnPlane );
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return - distance * planeNormal + point;
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}
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float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) {
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return sign( dot( point - pointOnPlane, planeNormal ) );
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}
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vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) {
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return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine;
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}
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mat3 transposeMat3( const in mat3 m ) {
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mat3 tmp;
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tmp[ 0 ] = vec3( m[ 0 ].x, m[ 1 ].x, m[ 2 ].x );
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tmp[ 1 ] = vec3( m[ 0 ].y, m[ 1 ].y, m[ 2 ].y );
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tmp[ 2 ] = vec3( m[ 0 ].z, m[ 1 ].z, m[ 2 ].z );
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return tmp;
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}
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// https://en.wikipedia.org/wiki/Relative_luminance
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float linearToRelativeLuminance( const in vec3 color ) {
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vec3 weights = vec3( 0.2126, 0.7152, 0.0722 );
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return dot( weights, color.rgb );
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}
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