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/**
* @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;
vec3 decode_normal(vec2 enc);
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_norm = texture2DRect(normalMap, screenpos.xy).xy;
return decode_normal(enc_norm);
}
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;
}
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