/* * Copyright 2011-2019 Branimir Karadzic. All rights reserved. * License: https://github.com/bkaradzic/bgfx#license-bsd-2-clause */ vec4 encodeRE8(float _r) { float exponent = ceil(log2(_r) ); return vec4(_r / exp2(exponent) , 0.0 , 0.0 , (exponent + 128.0) / 255.0 ); } float decodeRE8(vec4 _re8) { float exponent = _re8.w * 255.0 - 128.0; return _re8.x * exp2(exponent); } vec4 encodeRGBE8(vec3 _rgb) { vec4 rgbe8; float maxComponent = max(max(_rgb.x, _rgb.y), _rgb.z); float exponent = ceil(log2(maxComponent) ); rgbe8.xyz = _rgb / exp2(exponent); rgbe8.w = (exponent + 128.0) / 255.0; return rgbe8; } vec3 decodeRGBE8(vec4 _rgbe8) { float exponent = _rgbe8.w * 255.0 - 128.0; vec3 rgb = _rgbe8.xyz * exp2(exponent); return rgb; } vec3 encodeNormalUint(vec3 _normal) { return _normal * 0.5 + 0.5; } vec3 decodeNormalUint(vec3 _encodedNormal) { return _encodedNormal * 2.0 - 1.0; } vec3 toReinhard(vec3 _rgb) { return toGamma(_rgb/(_rgb+vec3_splat(1.0) ) ); } vec4 toReinhard(vec4 _rgba) { return vec4(toReinhard(_rgba.xyz), _rgba.w); } vec3 toFilmic(vec3 _rgb) { _rgb = max(vec3_splat(0.0), _rgb - 0.004); _rgb = (_rgb*(6.2*_rgb + 0.5) ) / (_rgb*(6.2*_rgb + 1.7) + 0.06); return _rgb; } vec4 toFilmic(vec4 _rgba) { return vec4(toFilmic(_rgba.xyz), _rgba.w); } vec3 toAcesFilmic(vec3 _rgb) { // Reference(s): // - ACES Filmic Tone Mapping Curve // https://web.archive.org/web/20191027010704/https://knarkowicz.wordpress.com/2016/01/06/aces-filmic-tone-mapping-curve/ float aa = 2.51f; float bb = 0.03f; float cc = 2.43f; float dd = 0.59f; float ee = 0.14f; return saturate( (_rgb*(aa*_rgb + bb) )/(_rgb*(cc*_rgb + dd) + ee) ); } vec4 toAcesFilmic(vec4 _rgba) { return vec4(toAcesFilmic(_rgba.xyz), _rgba.w); } vec3 blendOverlay(vec3 _base, vec3 _blend) { vec3 lt = 2.0 * _base * _blend; vec3 gte = 1.0 - 2.0 * (1.0 - _base) * (1.0 - _blend); return mix(lt, gte, step(vec3_splat(0.5), _base) ); } vec4 blendOverlay(vec4 _base, vec4 _blend) { return vec4(blendOverlay(_base.xyz, _blend.xyz), _base.w); } vec3 fixCubeLookup(vec3 _v, float _lod, float _topLevelCubeSize) { // Reference(s): // - Seamless cube-map filtering // https://web.archive.org/web/20190411181934/http://the-witness.net/news/2012/02/seamless-cube-map-filtering/ float ax = abs(_v.x); float ay = abs(_v.y); float az = abs(_v.z); float vmax = max(max(ax, ay), az); float scale = 1.0 - exp2(_lod) / _topLevelCubeSize; if (ax != vmax) { _v.x *= scale; } if (ay != vmax) { _v.y *= scale; } if (az != vmax) { _v.z *= scale; } return _v; } vec2 texture2DBc5(sampler2D _sampler, vec2 _uv) { #if BGFX_SHADER_LANGUAGE_HLSL && BGFX_SHADER_LANGUAGE_HLSL <= 3 return texture2D(_sampler, _uv).yx; #else return texture2D(_sampler, _uv).xy; #endif } mat3 cofactor(mat4 _m) { // Reference: // Cofactor of matrix. Use to transform normals. The code assumes the last column of _m is [0,0,0,1]. // https://www.shadertoy.com/view/3s33zj // https://github.com/graphitemaster/normals_revisited return mat3( _m[1][1]*_m[2][2]-_m[1][2]*_m[2][1], _m[1][2]*_m[2][0]-_m[1][0]*_m[2][2], _m[1][0]*_m[2][1]-_m[1][1]*_m[2][0], _m[0][2]*_m[2][1]-_m[0][1]*_m[2][2], _m[0][0]*_m[2][2]-_m[0][2]*_m[2][0], _m[0][1]*_m[2][0]-_m[0][0]*_m[2][1], _m[0][1]*_m[1][2]-_m[0][2]*_m[1][1], _m[0][2]*_m[1][0]-_m[0][0]*_m[1][2], _m[0][0]*_m[1][1]-_m[0][1]*_m[1][0] ); }