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<!//  DeferredTransform.slh//  libraries/render-utils/src////  Created by Sam Gateau on 6/2/16.//  Copyright 2016 High Fidelity, Inc.//  Copyright 2024 Overte e.V.////  Distributed under the Apache License, Version 2.0.//  See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html!><@if not DEFERRED_TRANSFORM_SLH@><@def DEFERRED_TRANSFORM_SLH@> <@include gpu/ShaderConstants.h@><@include render-utils/ShaderConstants.h@> <@func declareDeferredFrameTransform()@> <@include DeferredTransform_shared.slh@> #define DeferredFrameTransform _DeferredFrameTransform#define TransformCamera _TransformCamera UNIFORM_BUFFER(RENDER_UTILS_BUFFER_DEFERRED_FRAME_TRANSFORM, deferredFrameTransformBuffer) {    DeferredFrameTransform frameTransform;}; vec2 getWidthHeight(int resolutionLevel) {    return vec2(ivec2(frameTransform.infos.pixelInfo.zw) >> resolutionLevel);} vec2 getInvWidthHeight() {    return frameTransform.infos.invPixelInfo.xy;} mat4 getProjection(int side) {    return frameTransform.cameras[side]._projection;} mat4 getProjectionInverse(int side) {    return frameTransform.cameras[side]._projectionInverse;} float getProjScaleEye() {    return getProjection(0)[1][1];} float getProjScale(int resolutionLevel) {    return getWidthHeight(resolutionLevel).y * getProjScaleEye() * 0.5;} mat4 getProjectionMono() {    return frameTransform.infos.projectionMono;} // positive near distance of the projectionfloat getProjectionNear() {    mat4 projection = getProjection(0);    float planeC = projection[2][3] + projection[2][2];    float planeD = projection[3][2];    return planeD / planeC;} // positive far distance of the projectionfloat getPosLinearDepthFar() {    return -frameTransform.infos.depthInfo.z;} mat4 getViewInverse(int side) {    return frameTransform.cameras[side]._viewInverse;} mat4 getView(int side) {    return frameTransform.cameras[side]._view;} mat4 getPreviousView(int side) {    return frameTransform.cameras[side]._previousView;} mat4 getPreviousViewInverse(int side) {    return frameTransform.cameras[side]._previousViewInverse;} bool isStereo() {    return frameTransform.infos.stereoInfo.x > 0.0f;} float getStereoSideWidth(int resolutionLevel) {    return float(int(frameTransform.infos.stereoInfo.y) >> resolutionLevel);} float getStereoSideHeight(int resolutionLevel) {    return float(int(frameTransform.infos.pixelInfo.w) >> resolutionLevel);} vec2 getSideImageSize(int resolutionLevel) {    return vec2(float(int(frameTransform.infos.stereoInfo.y) >> resolutionLevel), float(int(frameTransform.infos.pixelInfo.w) >> resolutionLevel));} int getStereoSideFromPixel(int xPos, int resolutionLevel) {    int sideWidth = int(getStereoSideWidth(resolutionLevel));    return int(xPos >= sideWidth && isStereo());} int getStereoSideFromPixel(int xPos) {    return getStereoSideFromPixel(xPos, 0);} int getStereoSideFromFragCoord() {    return getStereoSideFromPixel(int(gl_FragCoord.x), 0);} int getStereoSideFromUV(float uPos) {    return int(uPos >= 0.5 && isStereo());} vec2 getStereoSideSize(int resolutionLevel) {    return vec2(getStereoSideWidth(resolutionLevel), getStereoSideHeight(resolutionLevel));} ivec4 getStereoSideInfoFromWidth(int xPos, int sideWidth) {    return ivec4((1 - int(xPos < sideWidth)) * ivec2(1, sideWidth), sideWidth, isStereo());} ivec4 getStereoSideInfo(int xPos, int resolutionLevel) {    int sideWidth = int(getStereoSideWidth(resolutionLevel));    return getStereoSideInfoFromWidth(xPos, sideWidth);} int getStereoSide(ivec4 sideInfo) {    return sideInfo.x;} float evalZeyeFromZdb(float depth) {    return frameTransform.infos.depthInfo.x / (depth * frameTransform.infos.depthInfo.y + frameTransform.infos.depthInfo.z);} float evalZdbFromZeye(float Zeye) {    return (frameTransform.infos.depthInfo.x - Zeye * frameTransform.infos.depthInfo.z) / (Zeye * frameTransform.infos.depthInfo.y);} vec3 evalEyeNormal(vec3 C) {    return normalize(cross(dFdx(C), dFdy(C)));} vec3 evalEyePositionFromZdb(int side, float Zdb, vec2 texcoord) {    // compute the view space position using the depth    vec3 clipPos;    clipPos.xyz = vec3(texcoord.xy, Zdb) * 2.0 - 1.0;    vec4 eyePos = getProjectionInverse(side) * vec4(clipPos.xyz, 1.0);    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);     stereoSide = getStereoSideInfo(fragPos.x, 0);     pixelPos = fragPos;    pixelPos.x -= stereoSide.y;     texcoordPos = (vec2(pixelPos) + 0.5) * getInvWidthHeight();        return fragPos;} <@endfunc@>  <@endif@>