vec3 vector_transform_world_to_local(mat4 model_matrix, vec3 vector){ return (transpose(model_matrix) * vec4(vector, 0.0)).xyz; } vec3 vector_transform_world_to_view(mat4 view_matrix, vec3 vector){ return (view_matrix * vec4(vector, 0.0)).xyz; } vec3 vector_transform_world_to_screen(mat4 view_matrix, mat4 projection_matrix, vec3 vector){ vec3 vector_view = vector_transform_world_to_view(view_matrix, vector); return (projection_matrix * vec4(vector_view, 0.0)).xyz; } vec3 vector_transform_world_to_tangent(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){ mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal); vec3 vector_local = vector_transform_world_to_local(model_matrix, vector); return local_to_tangent_matrix * vector_local; } vec3 vector_transform_local_to_world(mat4 model_matrix, vec3 vector){ return (model_matrix * vec4(vector, 0.0)).xyz; } vec3 vector_transform_local_to_view(mat4 model_matrix, mat4 view_matrix, vec3 vector){ vec3 vector_world = vector_transform_local_to_world(model_matrix, vector); return (view_matrix * vec4(vector_world, 0.0)).xyz; } vec3 vector_transform_local_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 vector){ vec3 vector_view = vector_transform_local_to_view(model_matrix, view_matrix, vector); return (projection_matrix * vec4(vector_view, 0.0)).xyz; } vec3 vector_transform_local_to_tangent(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){ mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal); return local_to_tangent_matrix * vector; } vec3 vector_transform_view_to_world(mat4 inv_view_matrix, vec3 vector){ return (inv_view_matrix * vec4(vector, 0.0)).xyz;; } vec3 vector_transform_view_to_local(mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){ vec3 vector_world = vector_transform_view_to_world(inv_view_matrix, vector); return vector_transform_world_to_local(model_matrix, vector_world); } vec3 vector_transform_view_to_screen(mat4 projection_matrix, vec3 vector){ return (projection_matrix * vec4(vector, 0.0)).xyz; } vec3 vector_transform_view_to_tangent(mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){ mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal); vec3 vector_local = vector_transform_view_to_local(inv_view_matrix, model_matrix, vector); return vector_transform_local_to_tangent(normal, binormal, tangent, vector_local); } vec3 vector_transform_screen_to_view(mat4 inv_projection_matrix, vec3 vector){ return (inv_projection_matrix * vec4(vector, 0.0)).xyz;; } vec3 vector_transform_screen_to_local(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 vector){ vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector); return vector_transform_view_to_local(inv_view_matrix, model_matrix, vector_view); } vec3 vector_transform_screen_to_world(mat4 inv_projection_matrix, mat4 inv_view_matrix, vec3 vector){ vec3 vector_view = vector_transform_screen_to_view(inv_projection_matrix, vector); return vector_transform_view_to_world(inv_view_matrix, vector_view); } vec3 vector_transform_screen_to_tangent(mat4 inv_projection_matrix, mat4 inv_view_matrix, mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){ mat3 local_to_tangent_matrix = mat3(tangent, binormal, normal); vec3 vector_local = vector_transform_screen_to_local(inv_projection_matrix, inv_view_matrix, model_matrix, vector); return local_to_tangent_matrix * vector_local; } vec3 vector_transform_tangent_to_local(vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){ mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal)); return tangent_to_local_matrix * vector; } vec3 vector_transform_tangent_to_world(mat4 model_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){ mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal)); vec3 vector_local = tangent_to_local_matrix * vector; return vector_transform_local_to_world(model_matrix, vector_local); } vec3 vector_transform_tangent_to_view(mat4 model_matrix, mat4 view_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){ mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal)); vec3 vector_local = tangent_to_local_matrix * vector; return vector_transform_local_to_view(model_matrix, view_matrix, vector_local); } vec3 vector_transform_tangent_to_screen(mat4 model_matrix, mat4 view_matrix, mat4 projection_matrix, vec3 normal, vec3 binormal, vec3 tangent, vec3 vector){ mat3 tangent_to_local_matrix = transpose(mat3(tangent, binormal, normal)); vec3 vector_local = tangent_to_local_matrix * vector; return vector_transform_local_to_screen(model_matrix, view_matrix, projection_matrix, vector_local); }