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path: root/src/shaders/common.c
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#include "common.h"

Vec4 _proj_params;
Vec2 _time;
Vec4 _screen_params;

Vec3 unpacknormal(Color32 c32) {
	Vec3 normal = {
		c32.r * 2 - 1,
		c32.g * 2 - 1,
		c32.b * 2 - 1,
	};
	return normal;
}

Mat4 mat4(Vec4* c1, Vec4* c2, Vec4* c3, Vec4* c4);

Mat3 mat3(Vec3* c1, Vec3* c2, Vec3* c3) {
	Mat3 m = {
		c1->x,c1->y,c1->z,
		c2->x,c2->y,c2->z,
		c3->x,c3->y,c3->z,
	};
	return m;
}

Vec2 texsize(Texture* texture) {
	Vec2 size = {texture->width, texture->height};
	return size;
}

float linear01depth(float depth) {
	float n = _proj_params.x, f = _proj_params.y;
	return n / ((n-f)*depth + f);
}

float lineareyedepth(float depth) {
	return _proj_params.y * linear01depth(depth);
}