lygia
/space
/screen2viewPosition
)derive view surface position from screen coordinates and depth
Dependencies:
Use:
<vec3> screen2viewPosition( const in <vec2> screenPosition, const in <float> depth, const in <float> viewZ )
#ifndef CAMERA_PROJECTION_MATRIX
#define CAMERA_PROJECTION_MATRIX u_projectionMatrix
#endif
#ifndef INVERSE_CAMERA_PROJECTION_MATRIX
// #define INVERSE_CAMERA_PROJECTION_MATRIX u_inverseProjectionMatrix
#define INVERSE_CAMERA_PROJECTION_MATRIX inverse(CAMERA_PROJECTION_MATRIX)
#endif
#ifndef FNC_SCREEN2VIEWPOSITION
#define FNC_SCREEN2VIEWPOSITION
vec4 screen2viewPosition( const in vec2 screenPosition, const in float depth, const in float viewZ ) {
float clipW = CAMERA_PROJECTION_MATRIX[2][3] * viewZ + CAMERA_PROJECTION_MATRIX[3][3];
vec4 clipPosition = vec4( ( vec3(screenPosition, depth ) - 0.5 ) * 2.0, 1.0 ) * clipW;
return INVERSE_CAMERA_PROJECTION_MATRIX * clipPosition;
}
#endif
Dependencies:
Use:
<float3> screen2viewPosition( const in <float2> screenPosition, const in <float> depth, const in <float> viewZ )
#ifndef CAMERA_PROJECTION_MATRIX
#define CAMERA_PROJECTION_MATRIX u_projectionMatrix
#endif
#ifndef INVERSE_CAMERA_PROJECTION_MATRIX
// #define INVERSE_CAMERA_PROJECTION_MATRIX u_inverseProjectionMatrix
#define INVERSE_CAMERA_PROJECTION_MATRIX inverse(CAMERA_PROJECTION_MATRIX)
#endif
#ifndef FNC_SCREEN2VIEWPOSITION
#define FNC_SCREEN2VIEWPOSITION
float4 screen2viewPosition( const in float2 screenPosition, const in float depth, const in float viewZ ) {
float clipW = CAMERA_PROJECTION_MATRIX[2][3] * viewZ + CAMERA_PROJECTION_MATRIX[3][3];
float4 clipPosition = float4( ( float3(screenPosition, depth ) - 0.5 ) * 2.0, 1.0 ) * clipW;
return INVERSE_CAMERA_PROJECTION_MATRIX * clipPosition;
}
#endif
Dependencies:
Use:
<float3> screen2viewPosition( const <float2> screenPosition, const <float> depth, const <float> viewZ )
#ifndef CAMERA_PROJECTION_MATRIX
#define CAMERA_PROJECTION_MATRIX u_projectionMatrix
#endif
#ifndef INVERSE_CAMERA_PROJECTION_MATRIX
// #define INVERSE_CAMERA_PROJECTION_MATRIX u_inverseProjectionMatrix
#define INVERSE_CAMERA_PROJECTION_MATRIX inverse(CAMERA_PROJECTION_MATRIX)
#endif
#ifndef FNC_SCREEN2VIEWPOSITION
#define FNC_SCREEN2VIEWPOSITION
float4 screen2viewPosition( const float2 screenPosition, const float depth, const float viewZ ) {
float clipW = CAMERA_PROJECTION_MATRIX[2][3] * viewZ + CAMERA_PROJECTION_MATRIX[3][3];
float4 clipPosition = float4( ( float3(screenPosition, depth ) - 0.5 ) * 2.0, 1.0 ) * clipW;
return INVERSE_CAMERA_PROJECTION_MATRIX * clipPosition;
}
#endif
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