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view_transformations.wgsl

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Functions

position_view_to_world

#
Convert a view space position to world space
fn position_view_to_world(view_pos: vec3<f32>) -> vec3<f32>
Parameter Type
view_pos vec3<f32>
Returns: vec3<f32>

position_clip_to_world

#
Convert a clip space position to world space
fn position_clip_to_world(clip_pos: vec4<f32>) -> vec3<f32>
Parameter Type
clip_pos vec4<f32>
Returns: vec3<f32>

position_ndc_to_world

#
Convert a ndc space position to world space
fn position_ndc_to_world(ndc_pos: vec3<f32>) -> vec3<f32>
Parameter Type
ndc_pos vec3<f32>
Returns: vec3<f32>

direction_view_to_world

#
Convert a view space direction to world space
fn direction_view_to_world(view_dir: vec3<f32>) -> vec3<f32>
Parameter Type
view_dir vec3<f32>
Returns: vec3<f32>

direction_clip_to_world

#
Convert a clip space direction to world space
fn direction_clip_to_world(clip_dir: vec4<f32>) -> vec3<f32>
Parameter Type
clip_dir vec4<f32>
Returns: vec3<f32>

position_world_to_view

#
Convert a world space position to view space
fn position_world_to_view(world_pos: vec3<f32>) -> vec3<f32>
Parameter Type
world_pos vec3<f32>
Returns: vec3<f32>

position_clip_to_view

#
Convert a clip space position to view space
fn position_clip_to_view(clip_pos: vec4<f32>) -> vec3<f32>
Parameter Type
clip_pos vec4<f32>
Returns: vec3<f32>

position_ndc_to_view

#
Convert a ndc space position to view space
fn position_ndc_to_view(ndc_pos: vec3<f32>) -> vec3<f32>
Parameter Type
ndc_pos vec3<f32>
Returns: vec3<f32>

direction_world_to_view

#
Convert a world space direction to view space
fn direction_world_to_view(world_dir: vec3<f32>) -> vec3<f32>
Parameter Type
world_dir vec3<f32>
Returns: vec3<f32>

direction_clip_to_view

#
Convert a clip space direction to view space
fn direction_clip_to_view(clip_dir: vec4<f32>) -> vec3<f32>
Parameter Type
clip_dir vec4<f32>
Returns: vec3<f32>

position_world_to_clip

#
Convert a world space position to clip space
fn position_world_to_clip(world_pos: vec3<f32>) -> vec4<f32>
Parameter Type
world_pos vec3<f32>
Returns: vec4<f32>

position_view_to_clip

#
Convert a view space position to clip space
fn position_view_to_clip(view_pos: vec3<f32>) -> vec4<f32>
Parameter Type
view_pos vec3<f32>
Returns: vec4<f32>

direction_world_to_clip

#
Convert a world space direction to clip space
fn direction_world_to_clip(world_dir: vec3<f32>) -> vec4<f32>
Parameter Type
world_dir vec3<f32>
Returns: vec4<f32>

direction_view_to_clip

#
Convert a view space direction to clip space
fn direction_view_to_clip(view_dir: vec3<f32>) -> vec4<f32>
Parameter Type
view_dir vec3<f32>
Returns: vec4<f32>

position_world_to_ndc

#
Convert a world space position to ndc space
fn position_world_to_ndc(world_pos: vec3<f32>) -> vec3<f32>
Parameter Type
world_pos vec3<f32>
Returns: vec3<f32>

position_view_to_ndc

#
Convert a view space position to ndc space
fn position_view_to_ndc(view_pos: vec3<f32>) -> vec3<f32>
Parameter Type
view_pos vec3<f32>
Returns: vec3<f32>

perspective_camera_near

#
Retrieve the perspective camera near clipping plane
fn perspective_camera_near() -> f32
Returns: f32

depth_ndc_to_view_z

#
Convert ndc depth to linear view z. Note: Depth values in front of the camera will be negative as -z is forward
fn depth_ndc_to_view_z(ndc_depth: f32) -> f32
Parameter Type
ndc_depth f32
Returns: f32

view_z_to_depth_ndc

#
Convert linear view z to ndc depth. Note: View z input should be negative for values in front of the camera as -z is forward
fn view_z_to_depth_ndc(view_z: f32) -> f32
Parameter Type
view_z f32
Returns: f32

ndc_to_uv

#
Convert ndc space xy coordinate [-1.0 .. 1.0] to uv [0.0 .. 1.0]
fn ndc_to_uv(ndc: vec2<f32>) -> vec2<f32>
Parameter Type
ndc vec2<f32>
Returns: vec2<f32>

uv_to_ndc

#
Convert uv [0.0 .. 1.0] coordinate to ndc space xy [-1.0 .. 1.0]
fn uv_to_ndc(uv: vec2<f32>) -> vec2<f32>
Parameter Type
uv vec2<f32>
Returns: vec2<f32>

frag_coord_to_uv

#
returns the (0.0, 0.0) .. (1.0, 1.0) position within the viewport for the current render target [0 .. render target viewport size] eg. [(0.0, 0.0) .. (1280.0, 720.0)] to [(0.0, 0.0) .. (1.0, 1.0)]
fn frag_coord_to_uv(frag_coord: vec2<f32>) -> vec2<f32>
Parameter Type
frag_coord vec2<f32>
Returns: vec2<f32>

frag_coord_to_ndc

#
Convert frag coord to ndc
fn frag_coord_to_ndc(frag_coord: vec4<f32>) -> vec3<f32>
Parameter Type
frag_coord vec4<f32>
Returns: vec3<f32>

ndc_to_frag_coord

#
Convert ndc space xy coordinate [-1.0 .. 1.0] to [0 .. render target viewport size]
fn ndc_to_frag_coord(ndc: vec2<f32>) -> vec2<f32>
Parameter Type
ndc vec2<f32>
Returns: vec2<f32>