common.glsl.ts 5.1 KB

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  1. export default `
  2. #define PI 3.14159265
  3. #define RECIPROCAL_PI 0.31830988618
  4. #define EPSILON 1e-6
  5. #define saturate(a) clamp(a, 0.0, 1.0)
  6. float intDiv(const in float a, const in float b) { return float(int(a) / int(b)); }
  7. float intMod(const in float a, const in float b) { return a - b * float(int(a) / int(b)); }
  8. float pow2(const in float x) { return x*x; }
  9. const float maxFloat = 10000.0; // NOTE constant also set in TypeScript
  10. const float floatLogFactor = 9.210440366976517; // log(maxFloat + 1.0);
  11. float encodeFloatLog(const in float value) { return log(value + 1.0) / floatLogFactor; }
  12. float decodeFloatLog(const in float value) { return exp(value * floatLogFactor) - 1.0; }
  13. vec3 encodeFloatRGB(in float value) {
  14. value = clamp(value, 0.0, 16777216.0 - 1.0) + 1.0;
  15. vec3 c = vec3(0.0);
  16. c.b = mod(value, 256.0);
  17. value = floor(value / 256.0);
  18. c.g = mod(value, 256.0);
  19. value = floor(value / 256.0);
  20. c.r = mod(value, 256.0);
  21. return c / 255.0;
  22. }
  23. float decodeFloatRGB(const in vec3 rgb) {
  24. return (rgb.r * 256.0 * 256.0 * 255.0 + rgb.g * 256.0 * 255.0 + rgb.b * 255.0) - 1.0;
  25. }
  26. const float PackUpscale = 256.0 / 255.0; // fraction -> 0..1 (including 1)
  27. const float UnpackDownscale = 255.0 / 256.0; // 0..1 -> fraction (excluding 1)
  28. const vec3 PackFactors = vec3(256.0 * 256.0 * 256.0, 256.0 * 256.0, 256.0);
  29. const vec4 UnpackFactors = UnpackDownscale / vec4(PackFactors, 1.0);
  30. const float ShiftRight8 = 1.0 / 256.0;
  31. vec4 packDepthToRGBA(const in float v) {
  32. vec4 r = vec4(fract(v * PackFactors), v);
  33. r.yzw -= r.xyz * ShiftRight8; // tidy overflow
  34. return r * PackUpscale;
  35. }
  36. float unpackRGBAToDepth(const in vec4 v) {
  37. return dot(v, UnpackFactors);
  38. }
  39. #if __VERSION__ != 300
  40. // transpose
  41. float transpose(const in float m) {
  42. return m;
  43. }
  44. mat2 transpose2(const in mat2 m) {
  45. return mat2(
  46. m[0][0], m[1][0],
  47. m[0][1], m[1][1]
  48. );
  49. }
  50. mat3 transpose3(const in mat3 m) {
  51. return mat3(
  52. m[0][0], m[1][0], m[2][0],
  53. m[0][1], m[1][1], m[2][1],
  54. m[0][2], m[1][2], m[2][2]
  55. );
  56. }
  57. mat4 transpose4(const in mat4 m) {
  58. return mat4(
  59. m[0][0], m[1][0], m[2][0], m[3][0],
  60. m[0][1], m[1][1], m[2][1], m[3][1],
  61. m[0][2], m[1][2], m[2][2], m[3][2],
  62. m[0][3], m[1][3], m[2][3], m[3][3]
  63. );
  64. }
  65. // inverse
  66. float inverse(const in float m) {
  67. return 1.0 / m;
  68. }
  69. mat2 inverse2(const in mat2 m) {
  70. return mat2(m[1][1],-m[0][1],
  71. -m[1][0], m[0][0]) / (m[0][0]*m[1][1] - m[0][1]*m[1][0]);
  72. }
  73. mat3 inverse3(const in mat3 m) {
  74. float a00 = m[0][0], a01 = m[0][1], a02 = m[0][2];
  75. float a10 = m[1][0], a11 = m[1][1], a12 = m[1][2];
  76. float a20 = m[2][0], a21 = m[2][1], a22 = m[2][2];
  77. float b01 = a22 * a11 - a12 * a21;
  78. float b11 = -a22 * a10 + a12 * a20;
  79. float b21 = a21 * a10 - a11 * a20;
  80. float det = a00 * b01 + a01 * b11 + a02 * b21;
  81. return mat3(b01, (-a22 * a01 + a02 * a21), (a12 * a01 - a02 * a11),
  82. b11, (a22 * a00 - a02 * a20), (-a12 * a00 + a02 * a10),
  83. b21, (-a21 * a00 + a01 * a20), (a11 * a00 - a01 * a10)) / det;
  84. }
  85. mat4 inverse4(const in mat4 m) {
  86. float
  87. a00 = m[0][0], a01 = m[0][1], a02 = m[0][2], a03 = m[0][3],
  88. a10 = m[1][0], a11 = m[1][1], a12 = m[1][2], a13 = m[1][3],
  89. a20 = m[2][0], a21 = m[2][1], a22 = m[2][2], a23 = m[2][3],
  90. a30 = m[3][0], a31 = m[3][1], a32 = m[3][2], a33 = m[3][3],
  91. b00 = a00 * a11 - a01 * a10,
  92. b01 = a00 * a12 - a02 * a10,
  93. b02 = a00 * a13 - a03 * a10,
  94. b03 = a01 * a12 - a02 * a11,
  95. b04 = a01 * a13 - a03 * a11,
  96. b05 = a02 * a13 - a03 * a12,
  97. b06 = a20 * a31 - a21 * a30,
  98. b07 = a20 * a32 - a22 * a30,
  99. b08 = a20 * a33 - a23 * a30,
  100. b09 = a21 * a32 - a22 * a31,
  101. b10 = a21 * a33 - a23 * a31,
  102. b11 = a22 * a33 - a23 * a32,
  103. det = b00 * b11 - b01 * b10 + b02 * b09 + b03 * b08 - b04 * b07 + b05 * b06;
  104. return mat4(
  105. a11 * b11 - a12 * b10 + a13 * b09,
  106. a02 * b10 - a01 * b11 - a03 * b09,
  107. a31 * b05 - a32 * b04 + a33 * b03,
  108. a22 * b04 - a21 * b05 - a23 * b03,
  109. a12 * b08 - a10 * b11 - a13 * b07,
  110. a00 * b11 - a02 * b08 + a03 * b07,
  111. a32 * b02 - a30 * b05 - a33 * b01,
  112. a20 * b05 - a22 * b02 + a23 * b01,
  113. a10 * b10 - a11 * b08 + a13 * b06,
  114. a01 * b08 - a00 * b10 - a03 * b06,
  115. a30 * b04 - a31 * b02 + a33 * b00,
  116. a21 * b02 - a20 * b04 - a23 * b00,
  117. a11 * b07 - a10 * b09 - a12 * b06,
  118. a00 * b09 - a01 * b07 + a02 * b06,
  119. a31 * b01 - a30 * b03 - a32 * b00,
  120. a20 * b03 - a21 * b01 + a22 * b00) / det;
  121. }
  122. #else
  123. #define transpose2(m) transpose(m)
  124. #define transpose3(m) transpose(m)
  125. #define transpose4(m) transpose(m)
  126. #define inverse2(m) inverse(m)
  127. #define inverse3(m) inverse(m)
  128. #define inverse4(m) inverse(m)
  129. #endif
  130. `