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Update VectorTransform.gdshaderinc
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@ -1,14 +1,14 @@
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vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector){
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return (transpose(model_matrix) * vec4(vector, 0.0)).xyz;
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return (transpose(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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return (view_matrix * vec4(vector, 0.0)).xyz;
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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_view = vector_transform_world_to_view(view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 0.0)).xyz;
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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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@ -18,17 +18,17 @@ vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 bino
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}
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vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector){
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return (model_matrix * vec4(vector, 0.0)).xyz;
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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_world = vector_transform_local_to_world(model_matrix, vector);
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return (view_matrix * vec4(vector_world, 0.0)).xyz;
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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_view = vector_transform_local_to_view(model_matrix, view_matrix, vector);
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return (projection_matrix * vec4(vector_view, 0.0)).xyz;
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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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@ -37,7 +37,7 @@ vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent,
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}
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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, 0.0)).xyz;;
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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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@ -46,7 +46,7 @@ vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec
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}
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vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector){
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return (projection_matrix * vec4(vector, 0.0)).xyz;
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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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@ -56,7 +56,7 @@ vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, v
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}
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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, 0.0)).xyz;;
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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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