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210 lines
6.6 KiB
210 lines
6.6 KiB
// DYNAMIC: "DISTORT_TYPE" "0..2" |
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#include "shader_constant_register_map.h" |
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#include "common_ps_fxc.h" |
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sampler BaseTextureSampler : register( s0 ); |
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// Faster, but less readable maths. |
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#define OPTIMISED 1 |
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const float4 g_vWarpParms0 : register( c0 ); |
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#if OPTIMISED |
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#define stereo_distortion_ScaleX g_vWarpParms0.x |
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#define stereo_distortion_OffsetX g_vWarpParms0.y |
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#define stereo_distortion_ScaleY g_vWarpParms0.z |
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#define stereo_distortion_OffsetY g_vWarpParms0.w |
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#else |
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#define stereo_distortion_grow_outside g_vWarpParms0.x |
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#define stereo_distortion_grow_inside g_vWarpParms0.y |
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#define stereo_distortion_grow_above g_vWarpParms0.z |
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#define stereo_distortion_grow_below g_vWarpParms0.w |
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#endif |
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const float4 g_vWarpParms1 : register( c1 ); |
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#define distortion_l_centre g_vWarpParms1.xy |
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#define distortion_r_centre g_vWarpParms1.zw |
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const float4 g_vWarpParms2 : register( c2 ); |
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#define distortion_l_coeff0 g_vWarpParms2.x |
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#define distortion_l_coeff1 g_vWarpParms2.y |
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#define distortion_l_coeff2 g_vWarpParms2.z |
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#define distortion_red_coeff0delta g_vWarpParms2.w |
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const float4 g_vWarpParms3 : register( c3 ); |
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#define distortion_r_coeff0 g_vWarpParms3.x |
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#define distortion_r_coeff1 g_vWarpParms3.y |
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#define distortion_r_coeff2 g_vWarpParms3.z |
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#define distortion_blue_coeff0delta g_vWarpParms3.w |
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const float4 g_vWarpParms4 : register( c4 ); |
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#define aspect_height_over_width_t2 g_vWarpParms4.x |
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struct PS_INPUT |
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{ |
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float2 vBaseTexCoord : TEXCOORD0; |
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}; |
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float4 main( PS_INPUT i ) : COLOR |
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{ |
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float2 vOriginal = i.vBaseTexCoord.xy; |
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float BaseX; |
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float2 centre; |
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float dcoeff0; |
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float dcoeff1; |
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float dcoeff2; |
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#if OPTIMISED |
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float stereo_distortion_OffsetX_Corrected; |
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#else |
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float stereo_distortion_grow_left; |
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float stereo_distortion_grow_right; |
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#endif |
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if ( vOriginal.x < 0.5 ) |
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{ |
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BaseX = 0.25; |
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#if OPTIMISED |
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stereo_distortion_OffsetX_Corrected = stereo_distortion_OffsetX; |
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#else |
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stereo_distortion_grow_left = stereo_distortion_grow_outside; |
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stereo_distortion_grow_right = stereo_distortion_grow_inside; |
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#endif |
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centre = distortion_l_centre; |
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dcoeff0 = distortion_l_coeff0; |
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dcoeff1 = distortion_l_coeff1; |
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dcoeff2 = distortion_l_coeff2; |
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} |
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else |
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{ |
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BaseX = 0.75; |
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#if OPTIMISED |
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stereo_distortion_OffsetX_Corrected = -stereo_distortion_OffsetX; |
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#else |
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stereo_distortion_grow_left = stereo_distortion_grow_inside; |
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stereo_distortion_grow_right = stereo_distortion_grow_outside; |
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#endif |
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centre = distortion_r_centre; |
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dcoeff0 = distortion_r_coeff0; |
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dcoeff1 = distortion_r_coeff1; |
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dcoeff2 = distortion_r_coeff2; |
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} |
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float fLocalAspectHeightOverWidthTimes2 = aspect_height_over_width_t2; |
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float2 Delta; |
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Delta.x = ( vOriginal.x - BaseX ) * 4.0; |
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Delta.y = ( vOriginal.y - 0.5 ) * fLocalAspectHeightOverWidthTimes2; |
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// Delta now runs from -1.0 to +1.0, i.e. NDC, of the right/left destination (i.e. left/right half of the rendertarget). |
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// Vertically, it has the same scale in pixels as horizontally, but because the aspect ratio is usually not 1:1, the range may be larger or smaller than [-1,+1] |
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// Offset by the calibration center. |
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Delta -= centre; |
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float r2 = Delta.x * Delta.x + Delta.y * Delta.y; |
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// case DISTORT_DPOLY3: |
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// { |
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// T rdistortion = T(1.0) / (T(1.0) + r2 * (T(dcoeff[0]) + r2 * (T(dcoeff[1]) + r2 * T(dcoeff[2])))); |
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// xp = xp*rdistortion; |
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// yp = yp*rdistortion; |
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// } |
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// break; |
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float rdistortion_r = 1.0; |
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float rdistortion_g = 1.0; |
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float rdistortion_b = 1.0; |
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#if ( DISTORT_TYPE == 1 ) |
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{ |
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rdistortion_r = 1.0 / (1.0 + r2 * ((dcoeff0+distortion_red_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2))); |
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rdistortion_g = 1.0 / (1.0 + r2 * ( dcoeff0 + r2 * (dcoeff1 + r2 * dcoeff2))); |
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rdistortion_b = 1.0 / (1.0 + r2 * ((dcoeff0+distortion_blue_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2))); |
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} |
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#elif ( DISTORT_TYPE == 2 ) |
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{ |
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rdistortion_r = (1.0 + r2 * ((dcoeff0+distortion_red_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2))); |
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rdistortion_g = (1.0 + r2 * ( dcoeff0 + r2 * (dcoeff1 + r2 * dcoeff2))); |
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rdistortion_b = (1.0 + r2 * ((dcoeff0+distortion_blue_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2))); |
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} |
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#endif |
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float2 DeltaR = Delta * rdistortion_r; |
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float2 DeltaG = Delta * rdistortion_g; |
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float2 DeltaB = Delta * rdistortion_b; |
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// Offset back from the calibration center. |
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DeltaR += centre; |
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DeltaG += centre; |
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DeltaB += centre; |
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float inv_aspect = 2.0 / fLocalAspectHeightOverWidthTimes2; |
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#if OPTIMISED |
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float stereo_distortion_ScaleY_corrected = stereo_distortion_ScaleY * inv_aspect; |
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DeltaR.x = DeltaR.x * stereo_distortion_ScaleX + stereo_distortion_OffsetX_Corrected; |
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DeltaR.y = DeltaR.y * stereo_distortion_ScaleY_corrected + stereo_distortion_OffsetY; |
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DeltaG.x = DeltaG.x * stereo_distortion_ScaleX + stereo_distortion_OffsetX_Corrected; |
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DeltaG.y = DeltaG.y * stereo_distortion_ScaleY_corrected + stereo_distortion_OffsetY; |
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DeltaB.x = DeltaB.x * stereo_distortion_ScaleX + stereo_distortion_OffsetX_Corrected; |
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DeltaB.y = DeltaB.y * stereo_distortion_ScaleY_corrected + stereo_distortion_OffsetY; |
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#else |
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// This is now in NDC of the left/right half of the source, if there was no distortion growth. |
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// So now include the growth. |
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float ScaleX = 2.0f / ( stereo_distortion_grow_left + stereo_distortion_grow_right + 2.0f ); |
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float ScaleY = 2.0f / ( stereo_distortion_grow_above + stereo_distortion_grow_below + 2.0f ); |
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float OffsetX = ( stereo_distortion_grow_left - stereo_distortion_grow_right ) * ScaleX * 0.5; |
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float OffsetY = ( stereo_distortion_grow_above - stereo_distortion_grow_below ) * ScaleY * 0.5; |
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ScaleY *= inv_aspect; |
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DeltaR.x = DeltaR.x * ScaleX + OffsetX; |
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DeltaR.y = DeltaR.y * ScaleY + OffsetY; |
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DeltaG.x = DeltaG.x * ScaleX + OffsetX; |
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DeltaG.y = DeltaG.y * ScaleY + OffsetY; |
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DeltaB.x = DeltaB.x * ScaleX + OffsetX; |
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DeltaB.y = DeltaB.y * ScaleY + OffsetY; |
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#endif |
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// Now convert back to useful texcoords. |
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float2 PixPosR, PixPosG, PixPosB; |
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PixPosR.x = DeltaR.x * 0.25 + BaseX; |
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PixPosR.y = DeltaR.y * 0.5 + 0.5; |
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PixPosG.x = DeltaG.x * 0.25 + BaseX; |
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PixPosG.y = DeltaG.y * 0.5 + 0.5; |
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PixPosB.x = DeltaB.x * 0.25 + BaseX; |
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PixPosB.y = DeltaB.y * 0.5 + 0.5; |
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float4 vFinal = 0.0; |
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if ( ( DeltaG.x > -1.0 ) && ( DeltaG.y > -1.0 ) && ( DeltaG.x < 1.0 ) && ( DeltaG.y < 1.0 ) ) |
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{ |
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vFinal.r = tex2D( BaseTextureSampler, PixPosR ).r; |
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vFinal.g = tex2D( BaseTextureSampler, PixPosG ).g; |
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vFinal.b = tex2D( BaseTextureSampler, PixPosB ).b; |
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} |
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#if 0 // useful for checking where the center of distortion is. |
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if ( ( r2 > 0.45*0.45 ) && ( r2 < 0.55*0.55 ) ) |
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{ |
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vFinal.g = 0.0; |
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} |
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#endif |
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return vFinal; |
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} |
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