1 #ifndef R2_POSITION_RECONSTRUCTION_H 2 #define R2_POSITION_RECONSTRUCTION_H 43 (ray_normal * eye_z) + origin;
45 return vec4 (ray, 1.0);
48 #endif // R2_POSITION_RECONSTRUCTION_H
vec3 ray_x0y1
The view ray pointing out of the top left origin.
vec3 ray_x1y1
The view ray pointing out of the top right origin.
vec3 ray_x0y0
The view ray pointing out of the bottom left origin.
Functions for performing bilinear interpolation.
vec3 origin_x1y1
The top right origin.
vec3 ray_x1y0
The view ray pointing out of the bottom right origin.
vec3 origin_x0y0
The bottom left origin.
vec3 origin_x0y1
The top left origin.
The type of view rays used to reconstruct positions during deferred rendering.
vec3 origin_x1y0
The bottom right origin.
vec4 R2_positionReconstructFromEyeZ(const float eye_z, const vec2 uv, const R2_view_rays_t view_rays)
vec3 R2_bilinearInterpolate3(const vec3 x0y0, const vec3 x1y0, const vec3 x0y1, const vec3 x1y1, const vec2 p)