/** * @file class1/deferred/deferredUtil.glsl * * $LicenseInfo:firstyear=2007&license=viewerlgpl$ * Second Life Viewer Source Code * Copyright (C) 2007, Linden Research, Inc. * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public * License as published by the Free Software Foundation; * version 2.1 of the License only. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public * License along with this library; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA * * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA * $/LicenseInfo$ */ uniform sampler2DRect normalMap; uniform sampler2DRect depthMap; uniform mat4 inv_proj; uniform vec2 screen_res; vec2 getScreenCoordinate(vec2 screenpos) { vec2 sc = screenpos.xy * 2.0; if (screen_res.x > 0 && screen_res.y > 0) { sc /= screen_res; } return sc - vec2(1.0, 1.0); } vec3 getNorm(vec2 screenpos) { vec2 enc = texture2DRect(normalMap, screenpos.xy).xy; vec2 fenc = enc*4-2; float f = dot(fenc,fenc); float g = sqrt(1-f/4); vec3 n; n.xy = fenc*g; n.z = 1-f/2; return n; } float getDepth(vec2 pos_screen) { float depth = texture2DRect(depthMap, pos_screen).r; return depth; } vec4 getPosition(vec2 pos_screen) { float depth = getDepth(pos_screen); vec2 sc = getScreenCoordinate(pos_screen); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = inv_proj * ndc; pos /= pos.w; pos.w = 1.0; return pos; } vec4 getPositionWithDepth(vec2 pos_screen, float depth) { vec2 sc = getScreenCoordinate(pos_screen); vec4 ndc = vec4(sc.x, sc.y, 2.0*depth-1.0, 1.0); vec4 pos = inv_proj * ndc; pos /= pos.w; pos.w = 1.0; return pos; }