97 lines
2 KiB
GLSL
97 lines
2 KiB
GLSL
#[vertex]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
layout(push_constant, binding = 0, std140) uniform Pos {
|
|
vec4 src_rect;
|
|
vec4 dst_rect;
|
|
|
|
vec2 eye_center;
|
|
float k1;
|
|
float k2;
|
|
|
|
float upscale;
|
|
float aspect_ratio;
|
|
uint layer;
|
|
uint pad1;
|
|
}
|
|
data;
|
|
|
|
layout(location = 0) out vec2 uv;
|
|
|
|
void main() {
|
|
vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0));
|
|
uv = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw;
|
|
vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * data.dst_rect.zw;
|
|
gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
|
|
}
|
|
|
|
#[fragment]
|
|
|
|
#version 450
|
|
|
|
#VERSION_DEFINES
|
|
|
|
layout(push_constant, binding = 0, std140) uniform Pos {
|
|
vec4 src_rect;
|
|
vec4 dst_rect;
|
|
|
|
vec2 eye_center;
|
|
float k1;
|
|
float k2;
|
|
|
|
float upscale;
|
|
float aspect_ratio;
|
|
uint layer;
|
|
uint pad1;
|
|
}
|
|
data;
|
|
|
|
layout(location = 0) in vec2 uv;
|
|
|
|
layout(location = 0) out vec4 color;
|
|
|
|
#ifdef USE_LAYER
|
|
layout(binding = 0) uniform sampler2DArray src_rt;
|
|
#else
|
|
layout(binding = 0) uniform sampler2D src_rt;
|
|
#endif
|
|
|
|
void main() {
|
|
#ifdef APPLY_LENS_DISTORTION
|
|
vec2 coords = uv * 2.0 - 1.0;
|
|
vec2 offset = coords - data.eye_center;
|
|
|
|
// take aspect ratio into account
|
|
offset.y /= data.aspect_ratio;
|
|
|
|
// distort
|
|
vec2 offset_sq = offset * offset;
|
|
float radius_sq = offset_sq.x + offset_sq.y;
|
|
float radius_s4 = radius_sq * radius_sq;
|
|
float distortion_scale = 1.0 + (data.k1 * radius_sq) + (data.k2 * radius_s4);
|
|
offset *= distortion_scale;
|
|
|
|
// reapply aspect ratio
|
|
offset.y *= data.aspect_ratio;
|
|
|
|
// add our eye center back in
|
|
coords = offset + data.eye_center;
|
|
coords /= data.upscale;
|
|
|
|
// and check our color
|
|
if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
|
|
color = vec4(0.0, 0.0, 0.0, 1.0);
|
|
} else {
|
|
// layer is always used here
|
|
coords = (coords + vec2(1.0)) / vec2(2.0);
|
|
color = texture(src_rt, vec3(coords, data.layer));
|
|
}
|
|
#elif defined(USE_LAYER)
|
|
color = texture(src_rt, vec3(uv, data.layer));
|
|
#else
|
|
color = texture(src_rt, uv);
|
|
#endif
|
|
}
|