// Amplify Shader Editor - Visual Shader Editing Tool // Copyright (c) Amplify Creations, Lda // 4x4 Invert by DBN in // http://answers.unity3d.com/questions/218333/shader-inversefloat4x4-function.html?childToView=641391#answer-641391 using System; namespace AmplifyShaderEditor { [Serializable] [NodeAttributes( "Inverse", "Matrix Operators", "Inverse matrix of a matrix" )] public sealed class InverseOpNode : SingleInputOp { private string Inverse4x4Header = "Inverse4x4( {0} )"; //4x4 private string[] Inverse4x4Function = { "{0}4x4 Inverse4x4({0}4x4 input)\n", "{\n", "\t#define minor(a,b,c) determinant({0}3x3(input.a, input.b, input.c))\n", "\t{0}4x4 cofactors = {0}4x4(\n", "\tminor( _22_23_24, _32_33_34, _42_43_44 ),\n", "\t-minor( _21_23_24, _31_33_34, _41_43_44 ),\n", "\tminor( _21_22_24, _31_32_34, _41_42_44 ),\n", "\t-minor( _21_22_23, _31_32_33, _41_42_43 ),\n", "\n", "\t-minor( _12_13_14, _32_33_34, _42_43_44 ),\n", "\tminor( _11_13_14, _31_33_34, _41_43_44 ),\n", "\t-minor( _11_12_14, _31_32_34, _41_42_44 ),\n", "\tminor( _11_12_13, _31_32_33, _41_42_43 ),\n", "\n", "\tminor( _12_13_14, _22_23_24, _42_43_44 ),\n", "\t-minor( _11_13_14, _21_23_24, _41_43_44 ),\n", "\tminor( _11_12_14, _21_22_24, _41_42_44 ),\n", "\t-minor( _11_12_13, _21_22_23, _41_42_43 ),\n", "\n", "\t-minor( _12_13_14, _22_23_24, _32_33_34 ),\n", "\tminor( _11_13_14, _21_23_24, _31_33_34 ),\n", "\t-minor( _11_12_14, _21_22_24, _31_32_34 ),\n", "\tminor( _11_12_13, _21_22_23, _31_32_33 ));\n", "\t#undef minor\n", "\treturn transpose( cofactors ) / determinant( input );\n", "}\n" }; private bool[] Inverse4x4FunctionFlags = { true, false, true, true, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false, false }; protected override void CommonInit( int uniqueId ) { base.CommonInit( uniqueId ); m_opName = "inverse"; m_drawPreview = false; m_inputPorts[ 0 ].CreatePortRestrictions( WirePortDataType.FLOAT3x3, WirePortDataType.FLOAT4x4 ); m_inputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT4x4, false ); m_outputPorts[ 0 ].ChangeType( WirePortDataType.FLOAT4x4, false ); } public override string GenerateShaderForOutput( int outputId, ref MasterNodeDataCollector dataCollector, bool ignoreLocalvar ) { if ( m_outputPorts[ 0 ].IsLocalValue( dataCollector.PortCategory ) ) return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); string precisionString = UIUtils.PrecisionWirePortToCgType( m_currentPrecisionType, WirePortDataType.FLOAT ); string value = m_inputPorts[ 0 ].GeneratePortInstructions( ref dataCollector ); if ( m_outputPorts[ 0 ].DataType == WirePortDataType.FLOAT3x3 ) { GeneratorUtils.Add3x3InverseFunction( ref dataCollector, precisionString ); RegisterLocalVariable( 0, string.Format( GeneratorUtils.Inverse3x3Header, value ), ref dataCollector, "invertVal" + OutputId ); } else { if ( !dataCollector.HasFunction( Inverse4x4Header ) ) { //Hack to be used util indent is properly used int currIndent = UIUtils.ShaderIndentLevel; if ( dataCollector.IsTemplate ) { UIUtils.ShaderIndentLevel = 0; } else { UIUtils.ShaderIndentLevel = 1; UIUtils.ShaderIndentLevel++; } string finalFunction = string.Empty; for ( int i = 0; i < Inverse4x4Function.Length; i++ ) { finalFunction += UIUtils.ShaderIndentTabs + ( Inverse4x4FunctionFlags[ i ] ? string.Format( Inverse4x4Function[ i ], precisionString ) : Inverse4x4Function[ i ] ); } UIUtils.ShaderIndentLevel = currIndent; dataCollector.AddFunction( Inverse4x4Header, finalFunction ); } RegisterLocalVariable( 0, string.Format( Inverse4x4Header, value ), ref dataCollector, "invertVal" + OutputId ); } return m_outputPorts[ 0 ].LocalValue( dataCollector.PortCategory ); } } }