This repository has been archived on 2023-10-09. You can view files and clone it, but cannot push or open issues or pull requests.
Files
blender-archive/source/blender/gpu/shaders/gpu_shader_fx_lib.glsl

43 lines
1.1 KiB
GLSL

uniform mat4 ProjectionMatrix;
/* simple depth reconstruction, see http://www.derschmale.com/2014/01/26/reconstructing-positions-from-the-depth-buffer
* we change the factors from the article to fit the OpennGL model. */
#ifdef PERSP_MATRIX
/* perspective camera code */
vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth)
{
float d = 2.0 * depth - 1.0;
float zview = -ProjectionMatrix[3][2] / (d + ProjectionMatrix[2][2]);
return zview * (viewvec_origin + vec3(uvcoords, 0.0) * viewvec_diff);
}
vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth)
{
vec4 d = 2.0 * depth - vec4(1.0);
/* return positive value, so sign differs! */
return vec4(ProjectionMatrix[3][2]) / (d + vec4(ProjectionMatrix[2][2]));
}
#else
/* orthographic camera code */
vec3 get_view_space_from_depth(in vec2 uvcoords, in vec3 viewvec_origin, in vec3 viewvec_diff, in float depth)
{
vec3 offset = vec3(uvcoords, depth);
return vec3(viewvec_origin + offset * viewvec_diff);
}
vec4 get_view_space_z_from_depth(in vec4 near, in vec4 range, in vec4 depth)
{
return -(near + depth * range);
}
#endif