#define PI 3.14159 #define PI2 6.28318 #define RECIPROCAL_PI 0.31830988618 #define RECIPROCAL_PI2 0.15915494 #define LOG2 1.442695 #define EPSILON 1e-6 #define saturate(a) clamp( a, 0.0, 1.0 ) #define whiteCompliment(a) ( 1.0 - saturate( a ) ) float square( const in float x ) { return x*x; } float average( const in vec3 color ) { return dot( color, vec3( 0.3333 ) ); } struct IncidentLight { vec3 color; vec3 direction; bool visible; }; struct ReflectedLight { vec3 directDiffuse; vec3 directSpecular; vec3 indirectDiffuse; vec3 indirectSpecular; }; struct GeometricContext { vec3 position; vec3 normal; vec3 viewDir; }; vec3 transformDirection( in vec3 dir, in mat4 matrix ) { return normalize( ( matrix * vec4( dir, 0.0 ) ).xyz ); } // http://en.wikibooks.org/wiki/GLSL_Programming/Applying_Matrix_Transformations vec3 inverseTransformDirection( in vec3 dir, in mat4 matrix ) { return normalize( ( vec4( dir, 0.0 ) * matrix ).xyz ); } vec3 projectOnPlane(in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { float distance = dot( planeNormal, point - pointOnPlane ); return - distance * planeNormal + point; } float sideOfPlane( in vec3 point, in vec3 pointOnPlane, in vec3 planeNormal ) { return sign( dot( point - pointOnPlane, planeNormal ) ); } vec3 linePlaneIntersect( in vec3 pointOnLine, in vec3 lineDirection, in vec3 pointOnPlane, in vec3 planeNormal ) { return lineDirection * ( dot( planeNormal, pointOnPlane - pointOnLine ) / dot( planeNormal, lineDirection ) ) + pointOnLine; }