227 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
			
		
		
	
	
			227 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Plaintext
		
	
	
	
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vec3 localToWorld( vec3 _VERTEX, mat4 _MODEL_MATRIX )
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{
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  return ( _MODEL_MATRIX * vec4( _VERTEX, 1.0 ) ).xyz;
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}
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vec3 localToWorldDirection( vec3 _VERTEX, mat4 _MODEL_MATRIX )
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{
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  mat4 mw = _MODEL_MATRIX;
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  mw[ 3 ][ 0 ] = 0.0;
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  mw[ 3 ][ 1 ] = 0.0;
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  mw[ 3 ][ 2 ] = 0.0;
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  mw[ 3 ][ 3 ] = 1.0;
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  return ( mw * vec4( _VERTEX, 1.0 ) ).xyz;
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}
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vec3 worldToLocal( vec3 _VERTEX, mat4 _MODEL_MATRIX )
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{
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  return ( inverse( _MODEL_MATRIX ) * vec4( _VERTEX, 1.0 ) ).xyz;
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}
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vec3 extractScale( mat3 _MODEL_NORMAL_MATRIX )
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{
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  mat3 m = _MODEL_NORMAL_MATRIX;
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  float x = length( vec3( m[ 0 ][ 0 ], m[ 1 ][ 0 ], m[ 2 ][ 0 ] ) ); 
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  float y = length( vec3( m[ 0 ][ 1 ], m[ 1 ][ 1 ], m[ 2 ][ 1 ] ) ); 
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  float z = length( vec3( m[ 0 ][ 2 ], m[ 1 ][ 2 ], m[ 2 ][ 2 ] ) ); 
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  return vec3( x, y, z );
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}
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vec2 tilingOffset( vec2 uv, vec4 tilingOffset )
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{
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  uv *= tilingOffset.xy;
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  uv += tilingOffset.zw;
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  return uv;
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}
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vec2 tilingOffsetRepeat( vec2 uv, vec4 tilingOffset )
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{
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  uv *= tilingOffset.xy;
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  uv += tilingOffset.zw;
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  return mod( uv, vec2(1,1) );
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}
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vec3 billboardWorldOffset( vec2 _UV, mat4 _INV_VIEW_MATRIX, mat4 _MODEL_MATRIX  )
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{
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  vec2 mappedUV = mix( vec2(-1,1), vec2( 1, -1 ), _UV );
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  vec4 offset = vec4( mappedUV.x, mappedUV.y, 0, 0 );
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  offset = _INV_VIEW_MATRIX * offset;
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  mat4 mw = _MODEL_MATRIX;
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  mw[ 3 ][ 0 ] = 0.0;
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  mw[ 3 ][ 1 ] = 0.0;
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  mw[ 3 ][ 2 ] = 0.0;
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  vec3 worldOffset = worldToLocal( offset.xyz, mw );
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  worldOffset = normalize( worldOffset );
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  return worldOffset;
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}
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vec2 rotate_v2( vec2 uv, float angle )
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{
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  float s = sin( angle );
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  float c = cos( angle );
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  float x = uv.x;
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  float y = uv.y; 
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  uv.x = c * x - s * y;
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  uv.y = s * x + c * y;
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  return uv;
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}
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vec2 rotateAround_v2( vec2 uv, float angle, vec2 pivot )
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{
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  uv -= pivot;
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  uv =  rotate_v2( uv, angle );
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  uv += pivot;
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  return uv;
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}
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vec2 rotateAroundTexture_v2( vec2 uv, float angle, vec2 pivot, vec2 textureSize ) 
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{
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    vec2 p = uv;
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    float aspect = textureSize.x / textureSize.y;
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    float cosA = cos( angle );
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    float sinA = sin( angle );
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    mat2 rotMat = mat2( 
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      vec2( cosA, -sinA ), 
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      vec2( sinA, cosA )
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     );
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    rotMat = mat2( 
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      vec2( cosA, -sinA ), 
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      vec2( sinA, cosA )
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     );
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    p -= pivot;
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    p.y *= 1.0 / aspect;
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    p *= rotMat;
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    p.y *= aspect;
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    p += pivot;
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    return p;
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  }
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vec3 cameraWorldPosition( mat4 _INV_VIEW_MATRIX )
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{
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  return (_INV_VIEW_MATRIX * vec4(vec3(0.0), 1.0)).xyz;
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}
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vec3 cameraWorldForward( mat4 _INV_VIEW_MATRIX )
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{
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  vec3 pos = cameraWorldPosition( _INV_VIEW_MATRIX );
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  return normalize( (_INV_VIEW_MATRIX * vec4( vec3(0.0,0.0,1.0), 1.0)).xyz - pos );
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}
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mat3 identity_m3()
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{
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  return mat3(
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    vec3( 1, 0, 0 ),
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    vec3( 0, 1, 0 ),
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    vec3( 0, 0, 1 )
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  );
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} 
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mat3 translate_m3( vec2 translation )
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{
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  return mat3(
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    vec3( 1, 0, translation.x ),
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    vec3( 0, 1, translation.y ),
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    vec3( 0, 0, 1 )
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  );
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}
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mat3 scale_m3( vec2 scale )
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{
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  return mat3(
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    vec3( scale.x, 0, 0 ),
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    vec3( 0, scale.y, 0 ),
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    vec3( 0, 0, 1 )
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  );
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}
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mat3 scalePivot_m3( vec2 scale, vec2 pivot )
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{
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  return translate_m3( -pivot ) * scale_m3( scale ) * translate_m3( pivot );
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}
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mat3 rotate_m3( float radiansAngle )
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{
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  float c = cos( radiansAngle );
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  float s = sin( radiansAngle );
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  return mat3(
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    vec3( c, -s, 0 ),
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    vec3( s,  c, 0 ),
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    vec3( 0,  0, 1 )
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  );
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}
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mat3 rotatePivot_m3( float radiansAngle, vec2 pivot )
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{
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  return translate_m3( -pivot ) * rotate_m3( radiansAngle ) * translate_m3( pivot );
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}
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mat3 rotatePivotAspect_m3( float radiansAngle, vec2 pivot, float aspect )
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{
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  return translate_m3( -pivot ) * 
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         scale_m3( vec2( 1, 1.0/aspect ) ) * 
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         rotate_m3( radiansAngle ) * 
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         scale_m3( vec2( 1, aspect ) ) *
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         translate_m3( pivot );
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}
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vec2 applyMatrix_m3v2( mat3 matrix, vec2 point )
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{
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  float x = point.x;
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  float y = point.y;
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  // float ox = matrix[ 0 ] * x + matrix[ 3 ] * y + matrix[ 6 ];
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	// float oy = matrix[ 1 ] * x + matrix[ 4 ] * y + matrix[ 7 ];
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  // 0 1 2   0 3 6  
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  // 3 4 5   1 4 7
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  // 6 7 8   2 5 8
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  vec3 mx = matrix[ 0 ];
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  vec3 my = matrix[ 1 ];
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  float ox = mx.x * x + mx.y * y + mx.z;
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	float oy = my.x * x + my.y * y + my.z;
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  return vec2( ox, oy );
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}
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vec2 applyMatrixBase_m3v2( mat3 matrix, vec2 point )
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{
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  float x = point.x;
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  float y = point.y;
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  vec3 mx = matrix[ 0 ];
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  vec3 my = matrix[ 1 ];
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  float ox = mx.x * x + mx.y * y;
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	float oy = my.x * x + my.y * y;
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  return vec2( ox, oy );
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}
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