33 lines
No EOL
1.3 KiB
GLSL
33 lines
No EOL
1.3 KiB
GLSL
#include "../math/inverse.glsl"
|
|
|
|
/*
|
|
contributors: Patricio Gonzalez Vivo
|
|
description: derive view surface position from screen coordinates and depth
|
|
use: <vec3> screen2viewPosition( const in <vec2> screenPosition, const in <float> depth, const in <float> viewZ )
|
|
options:
|
|
- CAMERA_PROJECTION_MATRIX: mat4 matrix with camera projection
|
|
- INVERSE_CAMERA_PROJECTION_MATRIX: mat4 matrix with the inverse camara projection
|
|
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 CAMERA_PROJECTION_MATRIX
|
|
#define CAMERA_PROJECTION_MATRIX u_projectionMatrix
|
|
#endif
|
|
|
|
#ifndef INVERSE_CAMERA_PROJECTION_MATRIX
|
|
// #define INVERSE_CAMERA_PROJECTION_MATRIX u_inverseProjectionMatrix
|
|
#define INVERSE_CAMERA_PROJECTION_MATRIX inverse(CAMERA_PROJECTION_MATRIX)
|
|
#endif
|
|
|
|
#ifndef FNC_SCREEN2VIEWPOSITION
|
|
#define FNC_SCREEN2VIEWPOSITION
|
|
|
|
vec4 screen2viewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
|
|
float clipW = CAMERA_PROJECTION_MATRIX[2][3] * viewZ + CAMERA_PROJECTION_MATRIX[3][3];
|
|
vec4 clipPosition = vec4( ( vec3(screenPosition, depth ) - 0.5 ) * 2.0, 1.0 ) * clipW;
|
|
return INVERSE_CAMERA_PROJECTION_MATRIX * clipPosition;
|
|
}
|
|
|
|
#endif |