Files
filament/shaders/src/common_math.fs
Pixelflinger 68f0ab6312 Implement ACES tone mapping
this leverages the new LUT based tone mapping
2020-05-26 23:46:37 -07:00

138 lines
3.6 KiB
GLSL

//------------------------------------------------------------------------------
// Common math
//------------------------------------------------------------------------------
/** @public-api */
#define PI 3.14159265359
/** @public-api */
#define HALF_PI 1.570796327
#define MEDIUMP_FLT_MAX 65504.0
#define MEDIUMP_FLT_MIN 0.00006103515625
#ifdef TARGET_MOBILE
#define FLT_EPS MEDIUMP_FLT_MIN
#define saturateMediump(x) min(x, MEDIUMP_FLT_MAX)
#else
#define FLT_EPS 1e-5
#define saturateMediump(x) x
#endif
#define saturate(x) clamp(x, 0.0, 1.0)
#define atan2(x, y) atan(y, x)
//------------------------------------------------------------------------------
// Scalar operations
//------------------------------------------------------------------------------
/**
* Computes x^5 using only multiply operations.
*
* @public-api
*/
float pow5(float x) {
float x2 = x * x;
return x2 * x2 * x;
}
/**
* Computes x^2 as a single multiplication.
*
* @public-api
*/
float sq(float x) {
return x * x;
}
//------------------------------------------------------------------------------
// Vector operations
//------------------------------------------------------------------------------
/**
* Returns the maximum component of the specified vector.
*
* @public-api
*/
float max3(const vec3 v) {
return max(v.x, max(v.y, v.z));
}
/**
* Returns the minimum component of the specified vector.
*
* @public-api
*/
float min3(const vec3 v) {
return min(v.x, min(v.y, v.z));
}
//------------------------------------------------------------------------------
// Trigonometry
//------------------------------------------------------------------------------
/**
* Approximates acos(x) with a max absolute error of 9.0x10^-3.
* Valid in the range -1..1.
*/
float acosFast(float x) {
// Lagarde 2014, "Inverse trigonometric functions GPU optimization for AMD GCN architecture"
// This is the approximation of degree 1, with a max absolute error of 9.0x10^-3
float y = abs(x);
float p = -0.1565827 * y + 1.570796;
p *= sqrt(1.0 - y);
return x >= 0.0 ? p : PI - p;
}
/**
* Approximates acos(x) with a max absolute error of 9.0x10^-3.
* Valid only in the range 0..1.
*/
float acosFastPositive(float x) {
float p = -0.1565827 * x + 1.570796;
return p * sqrt(1.0 - x);
}
//------------------------------------------------------------------------------
// Matrix and quaternion operations
//------------------------------------------------------------------------------
/**
* Multiplies the specified 3-component vector by the 4x4 matrix (m * v) in
* high precision.
*
* @public-api
*/
vec4 mulMat4x4Float3(const highp mat4 m, const highp vec3 v) {
return v.x * m[0] + (v.y * m[1] + (v.z * m[2] + m[3]));
}
/**
* Multiplies the specified 3-component vector by the 3x3 matrix (m * v) in
* high precision.
*
* @public-api
*/
vec3 mulMat3x3Float3(const highp mat4 m, const highp vec3 v) {
return v.x * m[0].xyz + (v.y * m[1].xyz + (v.z * m[2].xyz));
}
/**
* Extracts the normal vector of the tangent frame encoded in the specified quaternion.
*/
void toTangentFrame(const highp vec4 q, out highp vec3 n) {
n = vec3( 0.0, 0.0, 1.0) +
vec3( 2.0, -2.0, -2.0) * q.x * q.zwx +
vec3( 2.0, 2.0, -2.0) * q.y * q.wzy;
}
/**
* Extracts the normal and tangent vectors of the tangent frame encoded in the
* specified quaternion.
*/
void toTangentFrame(const highp vec4 q, out highp vec3 n, out highp vec3 t) {
toTangentFrame(q, n);
t = vec3( 1.0, 0.0, 0.0) +
vec3(-2.0, 2.0, -2.0) * q.y * q.yxw +
vec3(-2.0, 2.0, 2.0) * q.z * q.zwx;
}