66 lines
No EOL
2.1 KiB
HLSL
66 lines
No EOL
2.1 KiB
HLSL
#include "../sampler.hlsl"
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#include "../math/mod.hlsl"
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/*
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contributors: Patricio Gonzalez Vivo
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description: Use a 2D texture as a 3D one
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use: <float4> sample2DCube(in <SAMPLER_TYPE> lut, in <float3> xyz)
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options:
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- SAMPLER_FNC(TEX, UV): optional depending the target version of GLSL (texture2D(...) or texture(...))
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- SAMPLE2DCUBE_CELL_SIZE
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- SAMPLE2DCUBE_CELLS_PER_SIDE
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- SAMPLE2DCUBE_FNC
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license:
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Prosperity License - https://prosperitylicense.com/versions/3.0.0
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- Copyright (c) 2021 Patricio Gonzalez Vivo under Patron License - https://lygia.xyz/license
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*/
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#ifndef SAMPLE2DCUBE_CELLS_PER_SIDE
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#define SAMPLE2DCUBE_CELLS_PER_SIDE 8.0
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#endif
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#ifndef SAMPLE2DCUBE_FNC
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#define SAMPLE2DCUBE_FNC(TEX, UV) SAMPLER_FNC(TEX, saturate(UV))
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#endif
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#ifndef FNC_SAMPLE2DCUBE
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#define FNC_SAMPLE2DCUBE
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float4 sample2DCube(in SAMPLER_TYPE lut, in float3 xyz) {
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#if defined(SAMPLE2DCUBE_CELL_SIZE)
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const float cellsSize = SAMPLE2DCUBE_CELL_SIZE;
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float cellsPerSide = sqrt(cellsSize);
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float cellsFactor = 1.0/cellsPerSide;
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float lutSize = cellsPerSide * cellsSize;
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float lutSizeFactor = 1.0/lutSize;
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#elif defined(SAMPLE2DCUBE_CELLS_PER_SIDE)
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const float cellsPerSide = SAMPLE2DCUBE_CELLS_PER_SIDE;
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const float cellsSize = cellsPerSide * cellsPerSide;
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const float cellsFactor = 1.0/cellsPerSide;
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const float lutSize = cellsPerSide * cellsSize;
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const float lutSizeFactor = 1.0/lutSize;
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#endif
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xyz *= (cellsSize-1.0);
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float iz = floor(xyz.z);
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float x0 = mod(iz, cellsPerSide) * cellsSize;
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float y0 = floor(iz * cellsFactor) * cellsSize;
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float x1 = mod(iz + 1.0, cellsPerSide) * cellsSize;
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float y1 = floor((iz + 1.0) * cellsFactor) * cellsSize;
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float2 uv0 = float2(x0 + xyz.x + 0.5, y0 + xyz.y + 0.5) * lutSizeFactor;
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float2 uv1 = float2(x1 + xyz.x + 0.5, y1 + xyz.y + 0.5) * lutSizeFactor;
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#ifndef SAMPLE2DCUBE_FLIP_Y
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uv0.y = 1.0 - uv0.y;
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uv1.y = 1.0 - uv1.y;
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#endif
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return lerp(SAMPLE2DCUBE_FNC(lut, uv0),
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SAMPLE2DCUBE_FNC(lut, uv1),
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xyz.z - iz );
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}
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#endif |