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@NedMakesGames
Created January 26, 2021 23:18
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// Taken from the Unity built-in shader source
// MIT License
// Copyright(c) 2016 Unity Technologies
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and / or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
// The above copyright notice and this permission notice shall be included in all
// copies or substantial portions of the Software.
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#ifndef DECODEDEPTHNORMALS_INCLUDED
#define DECODEDEPTHNORMALS_INCLUDED
inline float DecodeFloatRG(float2 enc) {
float2 kDecodeDot = float2(1.0, 1 / 255.0);
return dot(enc, kDecodeDot);
}
inline float3 DecodeViewNormalStereo(float4 enc4) {
float kScale = 1.7777;
float3 nn = enc4.xyz * float3(2 * kScale, 2 * kScale, 0) + float3(-kScale, -kScale, 1);
float g = 2.0 / dot(nn.xyz, nn.xyz);
float3 n;
n.xy = g * nn.xy;
n.z = g - 1;
return n;
}
inline void DecodeDepthNormal(float4 enc, out float depth, out float3 normal) {
depth = DecodeFloatRG(enc.zw);
normal = DecodeViewNormalStereo(enc);
}
#endif
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