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viewnormal.frag.glsl
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/*
* Copyright (c) 2014-2021, NVIDIA CORPORATION. All rights reserved.
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
* SPDX-FileCopyrightText: Copyright (c) 2014-2021 NVIDIA CORPORATION
* SPDX-License-Identifier: Apache-2.0
*/
#version 430
in vec2 texCoord;
layout(location=0) uniform vec4 projInfo;
layout(location=1) uniform int projOrtho;
layout(location=2) uniform vec2 InvFullResolution;
layout(binding=0) uniform sampler2D texLinearDepth;
layout(location=0,index=0) out vec4 out_Color;
//----------------------------------------------------------------------------------
vec3 UVToView(vec2 uv, float eye_z)
{
return vec3((uv * projInfo.xy + projInfo.zw) * (projOrtho != 0 ? 1. : eye_z), eye_z);
}
vec3 FetchViewPos(vec2 UV)
{
float ViewDepth = textureLod(texLinearDepth,UV,0).x;
return UVToView(UV, ViewDepth);
}
vec3 MinDiff(vec3 P, vec3 Pr, vec3 Pl)
{
vec3 V1 = Pr - P;
vec3 V2 = P - Pl;
return (dot(V1,V1) < dot(V2,V2)) ? V1 : V2;
}
vec3 ReconstructNormal(vec2 UV, vec3 P)
{
vec3 Pr = FetchViewPos(UV + vec2(InvFullResolution.x, 0));
vec3 Pl = FetchViewPos(UV + vec2(-InvFullResolution.x, 0));
vec3 Pt = FetchViewPos(UV + vec2(0, InvFullResolution.y));
vec3 Pb = FetchViewPos(UV + vec2(0, -InvFullResolution.y));
return normalize(cross(MinDiff(P, Pr, Pl), MinDiff(P, Pt, Pb)));
}
//----------------------------------------------------------------------------------
void main() {
vec3 P = FetchViewPos(texCoord);
vec3 N = ReconstructNormal(texCoord, P);
out_Color = vec4(N*0.5 + 0.5,0);
}