LYGIA Shader Library

viewPosition (lygia/v1.1.6/sample/viewPosition)

sampler the view Positiong from depthmap texture

Dependencies:

Use:

<vec4> sampleViewPosition(<SAMPLER_TYPE> texDepth, <vec2> st [, <float> near, <float> far])

Check it on Github




#ifndef FNC_SAMPLEVIEWPOSITION
#define FNC_SAMPLEVIEWPOSITION
vec4 sampleViewPosition(const in float depth, const in vec2 st, const in float near, const in float far) {
    float viewZ = depth2viewZ(depth, near, far);
    return screen2viewPosition(st, depth, viewZ);
}

vec4 sampleViewPosition(SAMPLER_TYPE texDepth, const in vec2 st, const in float near, const in float far) {
    float depth = SAMPLER_FNC(texDepth, st).r;
    float viewZ = depth2viewZ(depth, near, far);
    return screen2viewPosition(st, depth, viewZ);
}

#if defined(CAMERA_NEAR_CLIP) && defined(CAMERA_FAR_CLIP)
vec4 sampleViewPosition(SAMPLER_TYPE texDepth, const in vec2 st) {
    return sampleViewPosition( texDepth, st, CAMERA_NEAR_CLIP, CAMERA_FAR_CLIP); 
}
#endif

#endif

Dependencies:

Use:

<float4> sampleViewPosition(<SAMPLER_TYPE> texDepth, <float2> st [, <float> near, <float> far])

Check it on Github



#ifndef FNC_SAMPLEVIEWPOSITION
#define FNC_SAMPLEVIEWPOSITION
float4 sampleViewPosition(const in float depth, const in float2 st, const in float near, const in float far) {
    float viewZ = depth2viewZ(depth, near, far);
    return screen2viewPosition(st, depth, viewZ);
}

float4 sampleViewPosition(SAMPLER_TYPE texDepth, const in float2 st, const in float near, const in float far) {
    float depth = SAMPLER_FNC(texDepth, st).r;
    float viewZ = depth2viewZ(depth, near, far);
    return screen2viewPosition(st, depth, viewZ);
}

#if defined(CAMERA_NEAR_CLIP) && defined(CAMERA_FAR_CLIP)
float4 sampleViewPosition(SAMPLER_TYPE texDepth, const in float2 st) {
    return sampleViewPosition( texDepth, st, CAMERA_NEAR_CLIP, CAMERA_FAR_CLIP); 
}
#endif

#endif

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