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- #[vertex]
- #version 450
- #VERSION_DEFINES
- layout(push_constant, 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, std140) uniform Pos {
- vec4 src_rect;
- vec4 dst_rect;
- vec2 eye_center;
- float k1;
- float k2;
- float upscale;
- float aspect_ratio;
- uint layer;
- bool convert_to_srgb;
- }
- 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
- vec3 linear_to_srgb(vec3 color) {
- // If going to srgb, clamp from 0 to 1.
- color = clamp(color, vec3(0.0), vec3(1.0));
- const vec3 a = vec3(0.055f);
- return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
- }
- 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
- if (data.convert_to_srgb) {
- color.rgb = linear_to_srgb(color.rgb); // Regular linear -> SRGB conversion.
- }
- }
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