RuntimeData/shader/shaderlib.glsl
2020-05-28 23:19:05 +08:00

148 lines
3.3 KiB
GLSL

/*
* 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]
);
}