godot/servers/rendering/renderer_rd/shaders/blit.glsl

96 lines
1.9 KiB
GLSL

#[vertex]
#version 450
#VERSION_DEFINES
layout(push_constant, binding = 0, std140) uniform Pos {
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 = base_arr[gl_VertexIndex];
vec2 vtx = data.dst_rect.xy + uv * 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 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
}