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