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Commit aaf42d47 authored by David Parks's avatar David Parks
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Line endings.

parent 322b19d6
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......@@ -56,38 +56,38 @@ uniform float far_z;
uniform mat4 inv_proj;
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
return sn;
}
vec3 decode_normal (vec2 enc)
{
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
#ifdef SINGLE_FP_ONLY
vec2 encode_normal(vec3 n)
{
vec2 sn;
sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
return sn;
}
vec3 decode_normal (vec2 enc)
{
vec3 n;
n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
n.z = sqrt(1.0f - dot(n.xy,n.xy));
return n;
}
#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
return n.xy / f + 0.5;
}
vec3 decode_normal (vec2 enc)
{
vec2 fenc = enc*4-2;
float f = dot(fenc,fenc);
float g = sqrt(1-f/4);
vec3 n;
n.xy = fenc*g;
n.z = 1-f/2;
return n;
}
#endif
vec4 getPosition(vec2 pos_screen)
......
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