const float *vec, int width, int height,
int16_t us[4][4], int16_t vs[4][4], float *du, float *dv)
{
- float d = 0.5f * (vec[0] * vec[0] + vec[1] * vec[1] + vec[2] * vec[2]);
-
- const float d0 = (vec[0] * 0.5f + vec[1] * 0.5f + vec[2] *-0.5f) / d;
- const float d1 = (vec[0] *-0.5f + vec[1] *-0.5f + vec[2] *-0.5f) / d;
- const float d2 = (vec[0] * 0.5f + vec[1] *-0.5f + vec[2] * 0.5f) / d;
- const float d3 = (vec[0] *-0.5f + vec[1] * 0.5f + vec[2] * 0.5f) / d;
+ const float d0 = vec[0] * 1.f + vec[1] * 1.f + vec[2] *-1.f;
+ const float d1 = vec[0] *-1.f + vec[1] *-1.f + vec[2] *-1.f;
+ const float d2 = vec[0] * 1.f + vec[1] *-1.f + vec[2] * 1.f;
+ const float d3 = vec[0] *-1.f + vec[1] * 1.f + vec[2] * 1.f;
+ const float d = FFMAX(d0, FFMAX3(d1, d2, d3));
float uf, vf, x, y, z;
int ui, vi;
- d = FFMAX(d0, FFMAX3(d1, d2, d3));
-
x = vec[0] / d;
y = vec[1] / d;
z = -vec[2] / d;