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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);
}
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