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Unpack a normal map. Use with BC5-encoded normal map to reconstruct Z and remap the values to [-1, 1] range
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| /* | |
| A BC5 normal map texture visualization shader for RenderDoc. | |
| Usage: | |
| 1. Save this to %APPDATA%/qrenderdoc/ on Windows or ~/.local/share/qrenderdoc elsewhere | |
| 2. Set Channels mode to Custom in RenderDoc Texture Viewer | |
| 3. Select the shader from the dropdown menu | |
| */ | |
| SamplerState pointSampler : register(s0); | |
| Texture2DArray<float4> texDisplayTex2DArray : register(t2); | |
| float4 unpackNrmMap(float4 sampledMap) | |
| { | |
| float2 xy = sampledMap.rg * 2.0f - float2(1.0f, 1.0f); | |
| float z = sqrt(saturate(1.0f - dot(xy, xy))); | |
| return float4(xy.xy, z, 1.0f); | |
| } | |
| float4 main(float4 pos : SV_Position, float4 uv : TEXCOORD0) : SV_Target0 | |
| { | |
| float4 col = texDisplayTex2DArray.Sample(pointSampler, float3(uv.xy, 0), 0); | |
| return (unpackNrmMap(col) + float4(1.0f, 1.0f, 1.0f, 0.0f)) * float4(0.5f, 0.5f, 0.5f, 1.0f); | |
| } |
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| float4 unpackNrmMap(float4 sampledMap) | |
| { | |
| float2 xy = sampledMap.rg * 2.0f - float2(1.0f, 1.0f); | |
| float z = sqrt(saturate(1.0f - dot(xy, xy))); | |
| return float4(xy.xy, z, 1.0f); | |
| } |
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