#define PI 3.14159265 #define RECIPROCAL_PI 0.31830988618 #define EPSILON 1e-6 #define saturate(a) clamp(a, 0.0, 1.0) float intDiv(const in float a, const in float b) { return float(int(a) / int(b)); } float intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); } float pow2(const in float x) { return x*x; } const float maxFloat = 10000.0; // NOTE constant also set in TypeScript const float floatLogFactor = log(maxFloat + 1.0); float encodeFloatLog(const in float value) { return log(value + 1.0) / floatLogFactor; } float decodeFloatLog(const in float value) { return exp(value * floatLogFactor) - 1.0; } vec3 encodeFloatRGB(in float value) { value = clamp(value, 0.0, 16777216.0 - 1.0) + 1.0; vec3 c = vec3(0.0); c.b = mod(value, 256.0); value = floor(value / 256.0); c.g = mod(value, 256.0); value = floor(value / 256.0); c.r = mod(value, 256.0); return c / 255.0; } float decodeFloatRGB(const in vec3 rgb) { return (rgb.r * 256.0 * 256.0 * 255.0 + rgb.g * 256.0 * 255.0 + rgb.b * 255.0) - 1.0; } #if __VERSION__ != 300 // transpose float transpose(const in float m) { return m; } mat2 transpose(const in mat2 m) { return mat2( m[0][0], m[1][0], m[0][1], m[1][1] ); } mat3 transpose(const in mat3 m) { return mat3( m[0][0], m[1][0], m[2][0], m[0][1], m[1][1], m[2][1], m[0][2], m[1][2], m[2][2] ); } mat4 transpose(const in mat4 m) { return mat4( m[0][0], m[1][0], m[2][0], m[3][0], m[0][1], m[1][1], m[2][1], m[3][1], m[0][2], m[1][2], m[2][2], m[3][2], m[0][3], m[1][3], m[2][3], m[3][3] ); } float inverse(const in float m) { return 1.0 / m; } // inverse mat2 inverse(const in mat2 m) { return mat2(m[1][1],-m[0][1], -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]); } mat3 inverse(const in mat3 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2]; float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2]; float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2]; float b01 = a22 * a11 - a12 * a21; float b11 = -a22 * a10 + a12 * a20; float b21 = a21 * a10 - a11 * a20; float det = a00 * b01 + a01 * b11 + a02 * b21; return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11), b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10), b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det; } mat4 inverse(const in mat4 m) { float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3], a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3], a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3], a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3], b00 = a00 * a11 - a01 * a10, b01 = a00 * a12 - a02 * a10, b02 = a00 * a13 - a03 * a10, b03 = a01 * a12 - a02 * a11, b04 = a01 * a13 - a03 * a11, b05 = a02 * a13 - a03 * a12, b06 = a20 * a31 - a21 * a30, b07 = a20 * a32 - a22 * a30, b08 = a20 * a33 - a23 * a30, b09 = a21 * a32 - a22 * a31, b10 = a21 * a33 - a23 * a31, b11 = a22 * a33 - a23 * a32, det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06; return mat4( a11 * b11 - a12 * b10 + a13 * b09, a02 * b10 - a01 * b11 - a03 * b09, a31 * b05 - a32 * b04 + a33 * b03, a22 * b04 - a21 * b05 - a23 * b03, a12 * b08 - a10 * b11 - a13 * b07, a00 * b11 - a02 * b08 + a03 * b07, a32 * b02 - a30 * b05 - a33 * b01, a20 * b05 - a22 * b02 + a23 * b01, a10 * b10 - a11 * b08 + a13 * b06, a01 * b08 - a00 * b10 - a03 * b06, a30 * b04 - a31 * b02 + a33 * b00, a21 * b02 - a20 * b04 - a23 * b00, a11 * b07 - a10 * b09 - a12 * b06, a00 * b09 - a01 * b07 + a02 * b06, a31 * b01 - a30 * b03 - a32 * b00, a20 * b03 - a21 * b01 + a22 * b00) / det; } #endif