Files
filament/shaders/src/common_math.fs
T
Mathias Agopian 7485cc5fd0 Skinning now supports non-rigid transforms
A full 3x3 + translate matrix is supported.
2018-10-09 18:17:44 -07:00

98 lines
2.5 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)
//------------------------------------------------------------------------------
// 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;
}
/**
* Returns the maximum component of the specified vector.
*
* @public-api
*/
float max3(const vec3 v) {
return max(v.x, max(v.y, v.z));
}
//------------------------------------------------------------------------------
// 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;
}