#define PI 3.1415926
// clamping to 0 - 1 range
float saturate(in float value)
{
return clamp(value, 0.0, 1.0);
}
vec3 world_pos_from_depth(mat4 viewProjectionInverse, float depth, vec2 uv) {
vec4 clipSpacePosition = vec4(uv * 2.0 - 1.0, depth * 2.0 - 1.0, 1.0);
vec4 position = viewProjectionInverse * clipSpacePosition;
return position.xyz / position.w;
}
// http://holger.dammertz.org/stuff/notes_HammersleyOnHemisphere.html
// efficient VanDerCorpus calculation.
float RadicalInverse_VdC(uint bits)
{
bits = (bits << 16u) | (bits >> 16u);
bits = ((bits & 0x55555555u) << 1u) | ((bits & 0xAAAAAAAAu) >> 1u);
bits = ((bits & 0x33333333u) << 2u) | ((bits & 0xCCCCCCCCu) >> 2u);
bits = ((bits & 0x0F0F0F0Fu) << 4u) | ((bits & 0xF0F0F0F0u) >> 4u);
bits = ((bits & 0x00FF00FFu) << 8u) | ((bits & 0xFF00FF00u) >> 8u);
return float(bits) * 2.3283064365386963e-10; // / 0x100000000
}
vec2 Hammersley(uint i, uint N)
{
return vec2(float(i)/float(N), RadicalInverse_VdC(i));
}