Merge pull request #12784 from Zvork/zeye

Potential bug correction when constructing eye position from Z-buffer depths in shaders
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Sam Gateau 2018-04-12 11:10:09 -07:00 committed by GitHub
commit 20ae247185
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GPG key ID: 4AEE18F83AFDEB23
4 changed files with 20 additions and 15 deletions

View file

@ -118,7 +118,7 @@ DeferredFragment unpackDeferredFragmentNoPositionNoAmbient(vec2 texcoord) {
<@include DeferredTransform.slh@>
<$declareDeferredFrameTransform()$>
vec4 unpackDeferredPosition(DeferredFrameTransform deferredTransform, float depthValue, vec2 texcoord) {
vec4 unpackDeferredPosition(float depthValue, vec2 texcoord) {
int side = 0;
if (isStereo()) {
if (texcoord.x > 0.5) {
@ -127,9 +127,14 @@ vec4 unpackDeferredPosition(DeferredFrameTransform deferredTransform, float dept
}
texcoord.x *= 2.0;
}
float Zeye = evalZeyeFromZdb(depthValue);
return vec4(evalEyePositionFromZeye(side, Zeye, texcoord), 1.0);
return vec4(evalEyePositionFromZdb(side, depthValue, texcoord), 1.0);
}
// This method to unpack position is fastesst
vec4 unpackDeferredPositionFromZdb(vec2 texcoord) {
float Zdb = texture(depthMap, texcoord).x;
return unpackDeferredPosition(Zdb, texcoord);
}
vec4 unpackDeferredPositionFromZeye(vec2 texcoord) {
@ -152,7 +157,7 @@ DeferredFragment unpackDeferredFragment(DeferredFrameTransform deferredTransform
DeferredFragment frag = unpackDeferredFragmentNoPosition(texcoord);
frag.depthVal = depthValue;
frag.position = unpackDeferredPosition(deferredTransform, frag.depthVal, texcoord);
frag.position = unpackDeferredPosition(frag.depthVal, texcoord);
return frag;
}

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@ -122,17 +122,12 @@ float evalZeyeFromZdb(float depth) {
return frameTransform._depthInfo.x / (depth * frameTransform._depthInfo.y + frameTransform._depthInfo.z);
}
vec3 evalEyeNormal(vec3 C) {
//return normalize(cross(dFdy(C), dFdx(C)));
return normalize(cross(dFdx(C), dFdy(C)));
float evalZdbFromZeye(float Zeye) {
return (frameTransform._depthInfo.x - Zeye * frameTransform._depthInfo.z) / (Zeye * frameTransform._depthInfo.y);
}
vec3 evalEyePositionFromZeye(int side, float Zeye, vec2 texcoord) {
// compute the view space position using the depth
// basically manually pick the proj matrix components to do the inverse
float Xe = (-Zeye * (texcoord.x * 2.0 - 1.0) - Zeye * frameTransform._projection[side][2][0] - frameTransform._projection[side][3][0]) / frameTransform._projection[side][0][0];
float Ye = (-Zeye * (texcoord.y * 2.0 - 1.0) - Zeye * frameTransform._projection[side][2][1] - frameTransform._projection[side][3][1]) / frameTransform._projection[side][1][1];
return vec3(Xe, Ye, Zeye);
vec3 evalEyeNormal(vec3 C) {
return normalize(cross(dFdx(C), dFdy(C)));
}
vec3 evalEyePositionFromZdb(int side, float Zdb, vec2 texcoord) {
@ -143,6 +138,11 @@ vec3 evalEyePositionFromZdb(int side, float Zdb, vec2 texcoord) {
return eyePos.xyz / eyePos.w;
}
vec3 evalEyePositionFromZeye(int side, float Zeye, vec2 texcoord) {
float Zdb = evalZdbFromZeye(Zeye);
return evalEyePositionFromZdb(side, Zdb, texcoord);
}
ivec2 getPixelPosTexcoordPosAndSide(in vec2 glFragCoord, out ivec2 pixelPos, out vec2 texcoordPos, out ivec4 stereoSide) {
ivec2 fragPos = ivec2(glFragCoord.xy);

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@ -32,7 +32,7 @@ void main(void) {
// Grab the fragment data from the uv
vec2 texCoord = varTexCoord0.st;
vec4 fragEyePos = unpackDeferredPositionFromZeye(texCoord);
vec4 fragEyePos = unpackDeferredPositionFromZdb(texCoord);
vec4 fragWorldPos = getViewInverse() * fragEyePos;
// From frag world pos find the cluster

View file

@ -29,7 +29,7 @@ void main(void) {
// Grab the fragment data from the uv
vec2 texCoord = varTexCoord0.st;
vec4 fragEyePos = unpackDeferredPositionFromZeye(texCoord);
vec4 fragEyePos = unpackDeferredPositionFromZdb(texCoord);
vec4 fragWorldPos = getViewInverse() * fragEyePos;
// From frag world pos find the cluster