313 lines
9.3 KiB
GLSL
313 lines
9.3 KiB
GLSL
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/* WORKAROUND: to guard against double include in EEVEE. */
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#ifndef COMMON_MATH_LIB_GLSL
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#define COMMON_MATH_LIB_GLSL
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/* ---------------------------------------------------------------------- */
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/** \name Common Math Utilities
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* \{ */
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#define M_PI 3.14159265358979323846 /* pi */
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#define M_2PI 6.28318530717958647692 /* 2*pi */
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#define M_PI_2 1.57079632679489661923 /* pi/2 */
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#define M_PI_4 0.78539816339744830962 /* pi/4 */
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#define M_1_PI 0.318309886183790671538 /* 1/pi */
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#define M_1_2PI 0.159154943091895335768 /* 1/(2*pi) */
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#define M_1_PI2 0.101321183642337771443 /* 1/(pi^2) */
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#define M_SQRT2 1.41421356237309504880 /* sqrt(2) */
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#define M_SQRT1_2 0.70710678118654752440 /* 1/sqrt(2) */
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#ifndef FLT_MAX
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# define FLT_MAX 3.402823e+38
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# define FLT_MIN 1.175494e-38
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# define FLT_EPSILON 1.192092896e-07F
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#endif
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vec3 mul(mat3 m, vec3 v)
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{
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return m * v;
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}
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mat3 mul(mat3 m1, mat3 m2)
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{
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return m1 * m2;
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}
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_MATRIX_LIB_GLSL
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vec3 transform_direction(mat4 m, vec3 v)
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{
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return mat3(m) * v;
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}
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vec3 transform_point(mat4 m, vec3 v)
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{
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return (m * vec4(v, 1.0)).xyz;
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}
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vec3 project_point(mat4 m, vec3 v)
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{
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vec4 tmp = m * vec4(v, 1.0);
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return tmp.xyz / tmp.w;
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}
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#endif
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mat2 rot2_from_angle(float a)
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{
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float c = cos(a);
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float s = sin(a);
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return mat2(c, -s, s, c);
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}
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#define min3(a, b, c) min(a, min(b, c))
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#define min4(a, b, c, d) min(a, min3(b, c, d))
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#define min5(a, b, c, d, e) min(a, min4(b, c, d, e))
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#define min6(a, b, c, d, e, f) min(a, min5(b, c, d, e, f))
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#define min7(a, b, c, d, e, f, g) min(a, min6(b, c, d, e, f, g))
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#define min8(a, b, c, d, e, f, g, h) min(a, min7(b, c, d, e, f, g, h))
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#define min9(a, b, c, d, e, f, g, h, i) min(a, min8(b, c, d, e, f, g, h, i))
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#define max3(a, b, c) max(a, max(b, c))
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#define max4(a, b, c, d) max(a, max3(b, c, d))
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#define max5(a, b, c, d, e) max(a, max4(b, c, d, e))
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#define max6(a, b, c, d, e, f) max(a, max5(b, c, d, e, f))
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#define max7(a, b, c, d, e, f, g) max(a, max6(b, c, d, e, f, g))
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#define max8(a, b, c, d, e, f, g, h) max(a, max7(b, c, d, e, f, g, h))
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#define max9(a, b, c, d, e, f, g, h, i) max(a, max8(b, c, d, e, f, g, h, i))
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#define avg3(a, b, c) (a + b + c) * (1.0 / 3.0)
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#define avg4(a, b, c, d) (a + b + c + d) * (1.0 / 4.0)
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#define avg5(a, b, c, d, e) (a + b + c + d + e) * (1.0 / 5.0)
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#define avg6(a, b, c, d, e, f) (a + b + c + d + e + f) * (1.0 / 6.0)
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#define avg7(a, b, c, d, e, f, g) (a + b + c + d + e + f + g) * (1.0 / 7.0)
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#define avg8(a, b, c, d, e, f, g, h) (a + b + c + d + e + f + g + h) * (1.0 / 8.0)
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#define avg9(a, b, c, d, e, f, g, h, i) (a + b + c + d + e + f + g + h + i) * (1.0 / 9.0)
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/* clang-format off */
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#define min_v2(v) min((v).x, (v).y)
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#define min_v3(v) min((v).x, min((v).y, (v).z))
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#define min_v4(v) min(min((v).x, (v).y), min((v).z, (v).w))
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#define max_v2(v) max((v).x, (v).y)
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#define max_v3(v) max((v).x, max((v).y, (v).z))
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#define max_v4(v) max(max((v).x, (v).y), max((v).z, (v).w))
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float sum(vec2 v) { return dot(vec2(1.0), v); }
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float sum(vec3 v) { return dot(vec3(1.0), v); }
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float sum(vec4 v) { return dot(vec4(1.0), v); }
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float avg(vec2 v) { return dot(vec2(1.0 / 2.0), v); }
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float avg(vec3 v) { return dot(vec3(1.0 / 3.0), v); }
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float avg(vec4 v) { return dot(vec4(1.0 / 4.0), v); }
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float safe_rcp(float a) { return (a != 0.0) ? (1.0 / a) : 0.0; }
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vec2 safe_rcp(vec2 a) { return select(vec2(0.0), (1.0 / a), notEqual(a, vec2(0.0))); }
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vec3 safe_rcp(vec3 a) { return select(vec3(0.0), (1.0 / a), notEqual(a, vec3(0.0))); }
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vec4 safe_rcp(vec4 a) { return select(vec4(0.0), (1.0 / a), notEqual(a, vec4(0.0))); }
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float safe_sqrt(float a) { return sqrt(max(a, 0.0)); }
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float safe_acos(float a) { return acos(clamp(a, -1.0, 1.0)); }
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float sqr(float a) { return a * a; }
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vec2 sqr(vec2 a) { return a * a; }
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vec3 sqr(vec3 a) { return a * a; }
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vec4 sqr(vec4 a) { return a * a; }
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/* Use manual powers for fixed powers. pow() can have unpredictable results on some implementations.
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* (see #87369, #87541) */
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float pow6(float x) { return sqr(sqr(x) * x); }
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float pow8(float x) { return sqr(sqr(sqr(x))); }
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float len_squared(vec3 a) { return dot(a, a); }
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float len_squared(vec2 a) { return dot(a, a); }
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_UTILDEFINES_GLSL
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bool flag_test(uint flag, uint val) { return (flag & val) != 0u; }
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bool flag_test(int flag, uint val) { return flag_test(uint(flag), val); }
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bool flag_test(int flag, int val) { return (flag & val) != 0; }
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void set_flag_from_test(inout uint value, bool test, uint flag) { if (test) { value |= flag; } else { value &= ~flag; } }
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void set_flag_from_test(inout int value, bool test, int flag) { if (test) { value |= flag; } else { value &= ~flag; } }
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#endif
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#define weighted_sum(val0, val1, val2, val3, weights) ((val0 * weights[0] + val1 * weights[1] + val2 * weights[2] + val3 * weights[3]) * safe_rcp(sum(weights)))
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#define weighted_sum_array(val, weights) ((val[0] * weights[0] + val[1] * weights[1] + val[2] * weights[2] + val[3] * weights[3]) * safe_rcp(sum(weights)))
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/* clang-format on */
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#define saturate(a) clamp(a, 0.0, 1.0)
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#define in_range_inclusive(val, min_v, max_v) \
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(all(greaterThanEqual(val, min_v)) && all(lessThanEqual(val, max_v)))
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#define in_range_exclusive(val, min_v, max_v) \
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(all(greaterThan(val, min_v)) && all(lessThan(val, max_v)))
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#define in_texture_range(texel, tex) \
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(all(greaterThanEqual(texel, ivec2(0))) && all(lessThan(texel, textureSize(tex, 0).xy)))
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_BASE_LIB_GLSL
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uint divide_ceil(uint visible_count, uint divisor)
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{
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return (visible_count + (divisor - 1u)) / divisor;
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}
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int divide_ceil(int visible_count, int divisor)
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{
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return (visible_count + (divisor - 1)) / divisor;
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}
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#endif
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_VECTOR_LIB_GLSL
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ivec2 divide_ceil(ivec2 visible_count, ivec2 divisor)
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{
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return (visible_count + (divisor - 1)) / divisor;
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}
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#endif
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uint bit_field_mask(uint bit_width, uint bit_min)
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{
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/* Cannot bit shift more than 31 positions. */
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uint mask = (bit_width > 31u) ? 0x0u : (0xFFFFFFFFu << bit_width);
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return ~mask << bit_min;
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}
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_UTILDEFINES_GLSL
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uvec2 unpackUvec2x16(uint data)
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{
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return (uvec2(data) >> uvec2(0u, 16u)) & uvec2(0xFFFFu);
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}
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uint packUvec2x16(uvec2 data)
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{
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data = (data & 0xFFFFu) << uvec2(0u, 16u);
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return data.x | data.y;
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}
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uvec4 unpackUvec4x8(uint data)
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{
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return (uvec4(data) >> uvec4(0u, 8u, 16u, 24u)) & uvec4(0xFFu);
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}
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uint packUvec4x8(uvec4 data)
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{
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data = (data & 0xFFu) << uvec4(0u, 8u, 16u, 24u);
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return data.x | data.y | data.z | data.w;
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}
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#endif
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/* WORKAROUND: To be removed once we port all code to use gpu_shader_math_base_lib.glsl. */
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#ifndef GPU_SHADER_MATH_VECTOR_LIB_GLSL
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float distance_squared(vec2 a, vec2 b)
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{
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a -= b;
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return dot(a, a);
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}
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float distance_squared(vec3 a, vec3 b)
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{
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a -= b;
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return dot(a, a);
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}
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#endif
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vec3 safe_normalize(vec3 v)
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{
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float len = length(v);
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if (isnan(len) || len == 0.0) {
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return vec3(1.0, 0.0, 0.0);
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}
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return v / len;
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}
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vec2 safe_normalize_len(vec2 v, out float len)
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{
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len = length(v);
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if (isnan(len) || len == 0.0) {
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return vec2(1.0, 0.0);
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}
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return v / len;
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}
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vec2 safe_normalize(vec2 v)
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{
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float len;
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return safe_normalize_len(v, len);
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}
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vec3 normalize_len(vec3 v, out float len)
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{
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len = length(v);
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return v / len;
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}
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vec4 safe_color(vec4 c)
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{
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/* Clamp to avoid black square artifacts if a pixel goes NaN. */
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return clamp(c, vec4(0.0), vec4(1e20)); /* 1e20 arbitrary. */
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}
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vec3 safe_color(vec3 c)
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{
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/* Clamp to avoid black square artifacts if a pixel goes NaN. */
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return clamp(c, vec3(0.0), vec3(1e20)); /* 1e20 arbitrary. */
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}
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/** \} */
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/* ---------------------------------------------------------------------- */
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/** \name Fast Math
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* \{ */
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/* [Drobot2014a] Low Level Optimizations for GCN */
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float fast_sqrt(float v)
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{
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return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
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}
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vec2 fast_sqrt(vec2 v)
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{
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return intBitsToFloat(0x1fbd1df5 + (floatBitsToInt(v) >> 1));
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}
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/* [Eberly2014] GPGPU Programming for Games and Science */
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float fast_acos(float v)
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{
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float res = -0.156583 * abs(v) + M_PI_2;
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res *= fast_sqrt(1.0 - abs(v));
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return (v >= 0) ? res : M_PI - res;
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}
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vec2 fast_acos(vec2 v)
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{
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vec2 res = -0.156583 * abs(v) + M_PI_2;
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res *= fast_sqrt(1.0 - abs(v));
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v.x = (v.x >= 0) ? res.x : M_PI - res.x;
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v.y = (v.y >= 0) ? res.y : M_PI - res.y;
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return v;
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}
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/** \} */
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/*
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* For debugging purpose mainly.
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* From https://www.shadertoy.com/view/4dsSzr
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* By Morgan McGuire @morgan3d, http://graphicscodex.com
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* Reuse permitted under the BSD license.
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*/
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vec3 neon_gradient(float t)
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{
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return clamp(vec3(t * 1.3 + 0.1, sqr(abs(0.43 - t) * 1.7), (1.0 - t) * 1.7), 0.0, 1.0);
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}
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vec3 heatmap_gradient(float t)
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{
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float a = pow(t, 1.5) * 0.8 + 0.2;
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float b = smoothstep(0.0, 0.35, t) + t * 0.5;
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float c = smoothstep(0.5, 1.0, t);
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float d = max(1.0 - t * 1.7, t * 7.0 - 6.0);
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return saturate(a * vec3(b, c, d));
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}
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vec3 hue_gradient(float t)
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{
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vec3 p = abs(fract(t + vec3(1.0, 2.0 / 3.0, 1.0 / 3.0)) * 6.0 - 3.0);
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return (clamp(p - 1.0, 0.0, 1.0));
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}
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#endif /* COMMON_MATH_LIB_GLSL */
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