105 lines
2.6 KiB
GLSL
105 lines
2.6 KiB
GLSL
/**
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* @file utilityFuncF.glsl
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*
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* $LicenseInfo:firstyear=2007&license=viewerlgpl$
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* Second Life Viewer Source Code
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* Copyright (C) 2007, Linden Research, Inc.
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Lesser General Public
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* License as published by the Free Software Foundation;
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* version 2.1 of the License only.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Lesser General Public License for more details.
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*
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* You should have received a copy of the GNU Lesser General Public
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* License along with this library; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
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*
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* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
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* $/LicenseInfo$
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*/
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uniform mat4 inv_proj;
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uniform vec2 screen_res;
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uniform sampler2D depthMap;
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vec2 encode_normal(vec3 n)
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{
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float f = sqrt(8 * n.z + 8);
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return n.xy / f + 0.5;
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}
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vec3 decode_normal(vec2 enc)
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{
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vec2 fenc = enc*4-2;
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float f = dot(fenc,fenc);
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float g = sqrt(1-f/4);
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vec3 n;
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n.xy = fenc*g;
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n.z = 1-f/2;
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return n;
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}
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vec4 getPosition(vec2 pos_screen)
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{
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float depth = texture2D(depthMap, pos_screen.xy).r;
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vec2 sc = pos_screen.xy*2.0;
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sc -= vec2(1.0,1.0);
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vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0);
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vec4 pos = inv_proj * ndc;
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pos /= pos.w;
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pos.w = 1.0;
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return pos;
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}
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vec3 srgb_to_linear(vec3 cs)
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{
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vec3 low_range = cs / vec3(12.92);
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vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
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bvec3 lte = lessThanEqual(cs,vec3(0.04045));
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vec3 result;
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lte.r ? low_range.r : high_range.r;
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result.g = lte.g ? low_range.g : high_range.g;
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result.b = lte.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lte);
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#endif
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}
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vec4 srgb_to_linear(vec4 cs)
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{
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return vec4(srgb_to_linear(cs.rgb), cs.a);
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}
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vec3 linear_to_srgb(vec3 cl)
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{
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cl = clamp(cl, vec3(0), vec3(1));
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vec3 low_range = cl * 12.92;
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vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
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bvec3 lt = lessThan(cl,vec3(0.0031308));
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#ifdef OLD_SELECT
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vec3 result;
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result.r = lt.r ? low_range.r : high_range.r;
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result.g = lt.g ? low_range.g : high_range.g;
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result.b = lt.b ? low_range.b : high_range.b;
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return result;
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#else
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return mix(high_range, low_range, lt);
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#endif
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}
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vec4 linear_to_srgb(vec4 cl)
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{
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return vec4(linear_to_srgb(cl.rgb), cl.a);
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}
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