fuckingtech/public/assets/glsl/lygia/lighting/ray/direction.glsl
Elias Rhouzlane bf76c6b086 fix: code
2025-04-06 17:23:52 +02:00

44 lines
No EOL
1.6 KiB
GLSL

#include "../ray.glsl"
/*
contributors: Patricio Gonzalez Vivo
description: Set the direction (and origin in some cases) of a ray
use:
- rayDirection(inout <Ray> ray, [<vec3> origin,] <vec2> pos, <vec2> resolution, <float> fov)
- <Ray> rayDirection(<vec3> origin, <vec2> pos, <vec2> resolution, <float> fov)
license:
- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
*/
#ifndef FNC_RAYDIRECTION
#define FNC_RAYDIRECTION
void rayDirection(inout Ray ray, vec2 pos, vec2 resolution, float fov) {
float aspect = resolution.x / resolution.y;
float tanVFov2 = tan(fov / 2.0);
float tanHFov2 = tanVFov2 * aspect;
ray.direction = vec3(1.0, 0.0, 0.0) * (pos.x * tanHFov2) -
vec3(0.0, -1.0, 0.0) * (pos.y * tanVFov2) +
vec3(0.0, 0.0, -1.0);
}
void rayDirection(inout Ray ray, vec3 origin, vec2 pos, vec2 resolution, float fov) {
float aspect = resolution.x / resolution.y;
float tanVFov2 = tan(fov / 2.0);
float tanHFov2 = tanVFov2 * aspect;
ray.origin = origin;
ray.direction = vec3(1.0, 0.0, 0.0) * (pos.x * tanHFov2) -
vec3(0.0, -1.0, 0.0) * (pos.y * tanVFov2) +
vec3(0.0, 0.0, -1.0);
}
Ray rayDirection(vec3 origin, vec2 pos, vec2 resolution, float fov) {
Ray ray;
ray.origin = vec3(0.0, 0.0, 0.0);
ray.direction = vec3(0.0, 0.0, 1.0);
rayDirection(ray, origin, pos, resolution, fov);
return ray;
}
#endif