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https://github.com/DigvijaysinhGohil/Godot-Shader-Lib.git
synced 2025-09-20 20:35:57 +08:00
ShaderIncl files refactored
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@ -40,112 +40,112 @@ float smoothmax(float a, float b, float t) {
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return mix(b, a, h) + t * h * (1. - h);
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}
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vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector){
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vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector) {
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return (inverse(model_matrix) * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector){
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vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector) {
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return (view_matrix * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector){
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vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_world_to_view(view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 1.0)).xyz;
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}
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vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_world_to_local(model_matrix, vector);
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return local_to_tangent_matrix * vector_local;
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}
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vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector){
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vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector) {
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return (model_matrix * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector){
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vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector) {
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vec3 vector_world = vector_transform_local_to_world(model_matrix, vector);
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return (view_matrix * vec4(vector_world, 1.0)).xyz;
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}
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vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector){
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vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 1.0)).xyz;
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}
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vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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return local_to_tangent_matrix * vector;
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}
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vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector){
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vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector) {
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return (inv_view_matrix * vec4(vector, 1.0)).xyz;;
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}
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vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){
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vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
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vec3 vector_world = vector_transform_view_to_world(inv_view_matrix, vector);
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return vector_transform_world_to_local(model_matrix, vector_world);
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}
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vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector){
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vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector) {
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return (projection_matrix * vec4(vector, 1.0)).xyz;
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}
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vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_view_to_local(inv_view_matrix, model_matrix, vector);
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return vector_transform_local_to_tangent(normal, binormal, tangent, vector_local);
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}
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vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector){
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vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector) {
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return (inv_projection_matrix * vec4(vector, 1.0)).xyz;;
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}
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vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){
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vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
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return vector_transform_view_to_local(inv_view_matrix, model_matrix, vector_view);
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}
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vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector){
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vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector) {
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vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector);
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return vector_transform_view_to_world(inv_view_matrix, vector_view);
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}
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vec3 vector_transform_screen_to_tangent(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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vec3 vector_transform_screen_to_tangent(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal);
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vec3 vector_local = vector_transform_screen_to_local(inv_projection_matrix, inv_view_matrix, model_matrix, vector);
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return local_to_tangent_matrix * vector_local;
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}
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vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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return tangent_to_local_matrix * vector;
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}
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vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_world(model_matrix, vector_local);
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}
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vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_view(model_matrix, view_matrix, vector_local);
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}
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vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){
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vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector) {
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mat3 tangent_to_local_matrix = inverse(mat3(tangent, binormal, normal));
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vec3 vector_local = tangent_to_local_matrix * vector;
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return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local);
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}
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vec4 noise_sine_wave(vec4 input, vec2 min_max) {
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vec4 _sin_in = sin(input);
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vec4 _sin_in_offset = sin(input + 1.0);
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vec4 _random_number = fract(sin((_sin_in - _sin_in_offset) * (12.9898 + 78.233))*43758.5453);
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float _noise = mix(min_max.x, min_max.y, _random_number.x);
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return _sin_in + vec4(_noise);
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vec4 sin_in = sin(input);
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vec4 sin_in_offset = sin(input + 1.0);
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vec4 random_number = fract(sin((sin_in - sin_in_offset) * (12.9898 + 78.233)) * 43758.5453);
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float noise = mix(min_max.x, min_max.y, random_number.x);
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return sin_in + vec4(noise);
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}
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vec4 sawtooth_wave(vec4 input) {
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