mirror of
https://github.com/italicsjenga/slang-shaders.git
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164 lines
4.8 KiB
Plaintext
164 lines
4.8 KiB
Plaintext
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#version 450
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/*
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/// VR shader ///
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Make any game VR and any screen with lenses a VR headset.
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Thanks to this shader you'll be able to correct distortions of any lens types
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(DIY, experimental) and chromatic aberration.
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Also if a game outputs depth pass you can have a stereo-3D vision thanks to
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the parallax mapping (which needs some further improvement).
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Copyright (c) 2019 Jacob Max Fober
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This work is licensed under the Creative Commons
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Attribution-NonCommercial-ShareAlike 4.0 International License.
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To view a copy of this license, visit
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http://creativecommons.org/licenses/by-nc-sa/4.0/
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If you want to use it commercially, contact me at jakub.m.fober@pm.me
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If you have questions, visit https://reshade.me/forum/shader-discussion/
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I'm author of most of equations present here,
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beside Brown-Conrady distortion correction model and
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Parallax Steep and Occlusion mapping which
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I changed and adopted from various sources.
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Version 0.4.2 alpha
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*/
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layout(push_constant) uniform Push
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{
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vec4 SourceSize;
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vec4 OriginalSize;
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vec4 OutputSize;
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uint FrameCount;
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} params;
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#include "fubax_vr_params.inc"
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#pragma stage vertex
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layout(location = 0) in vec4 Position;
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layout(location = 1) in vec2 TexCoord;
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layout(location = 0) out vec2 texcoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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texcoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 texcoord;
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layout(location = 0) out vec4 FragColor;
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layout(set = 0, binding = 2) uniform sampler2D Source;
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#include "fubax_vr_shared_funcs.inc"
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void main()
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{
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// Bypass chromatic aberration switch
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if(!ChromaticAbrSwitch)
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{
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FragColor = vec4(texture(Source, texcoord).rgb, 1.0);
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return;
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}
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// Get display aspect ratio (horizontal/vertical resolution)
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float rAspect = params.OutputSize.x*params.OutputSize.w;
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// Generate negative-positive stereo mask
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float SideScreenSwitch = step(0.5, texcoord.x)*2.0-1.0;
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// Divide screen in two if stereo vision mode enabled
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vec2 CenterCoord = StereoSwitch? StereoVision(texcoord, IPD) : texcoord;
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CenterCoord = CenterCoord*2.0-1.0; // Center coordinates
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CenterCoord.x *= rAspect; // Correct aspect ratio
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float Diagonal = rAspect;
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Diagonal *= StereoSwitch ? 0.5 : 1.0;
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Diagonal = length(vec2(Diagonal, 1.0));
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CenterCoord /= Diagonal; // Normalize diagonally
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// Left/right eye mask
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float L = step(0.5, 1.0-texcoord.x);
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float R = step(0.5, texcoord.x);
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// Offset center green
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vec2 CoordGreen = ChGreenOffsetL * L + ChGreenOffsetR * R;
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CoordGreen.x *= -1.0;
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CoordGreen = 0.01 * CoordGreen + CenterCoord;
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// Offset center blue
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vec2 CoordBlue = ChBlueOffsetL * L + ChBlueOffsetR * R;
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CoordBlue.x *= -1.0;
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CoordBlue = 0.01 * CoordBlue + CenterCoord;
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// float RadiusGreen = dot(CoordGreen, CoordGreen); // Radius squared (techically accurate)
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// float RadiusBlue = dot(CoordBlue, CoordBlue); // Radius squared (techically accurate)
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float RadiusGreen = length(CoordGreen); // Radius
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float RadiusBlue = length(CoordBlue); // Radius
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// Calculate radial distortion K
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float correctionGreenK = (1.0+ChGreenK.x)*kRadial(RadiusGreen, ChGreenK.y, ChGreenK.z, ChGreenK.w, 0.0);
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float correctionBlueK = (1.0+ChBlueK.x)*kRadial(RadiusBlue, ChBlueK.y, ChBlueK.z, ChBlueK.w, 0.0);
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// Apply chromatic aberration correction
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CoordGreen = CoordGreen * correctionGreenK;
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CoordBlue = CoordBlue * correctionBlueK;
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CoordGreen *= Diagonal; CoordBlue *= Diagonal; // Back to vertical normalization
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CoordGreen.x /= rAspect; CoordBlue.x /= rAspect; // Back to square
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// Move origin to left top corner
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CoordGreen = CoordGreen * 0.5 + 0.5; CoordBlue = CoordBlue * 0.5 + 0.5;
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// Generate border mask for green and blue channel
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float MaskBlue, MaskGreen; if(StereoSwitch)
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{
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// Mask compensation for center cut
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float CenterCut = 0.5+(0.5-IPD)*SideScreenSwitch;
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// Mask sides and center cut for blue channel
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vec2 MaskCoordBlue;
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MaskCoordBlue.x = CoordBlue.x*2.0 - CenterCut; // Compensate for 2 views
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MaskCoordBlue.y = CoordBlue.y;
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MaskBlue = BorderMaskAA(MaskCoordBlue);
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// Mask sides and center cut for green channel
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vec2 MaskCoordGreen;
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MaskCoordGreen.x = CoordGreen.x*2.0 - CenterCut; // Compensate for 2 views
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MaskCoordGreen.y = CoordGreen.y;
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MaskGreen = BorderMaskAA(MaskCoordGreen);
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// Reverse stereo coordinates to single view
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CoordGreen = InvStereoVision(CoordGreen, int(SideScreenSwitch), IPD);
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CoordBlue = InvStereoVision(CoordBlue, int(SideScreenSwitch), IPD);
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}
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else
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{
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MaskBlue = BorderMaskAA(CoordBlue);
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MaskGreen = BorderMaskAA(CoordGreen);
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};
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vec3 Image;
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// Sample image red
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Image.r = texture(Source, texcoord).r;
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// Sample image green
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Image.g = mix(
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texture(Source, CoordGreen).g,
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0.0, // Black borders
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MaskGreen // Anti-aliased border mask
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);
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// Sample image blue
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Image.b = mix(
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texture(Source, CoordBlue).b,
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0.0, // Black borders
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MaskBlue // Anti-aliased border mask
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);
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// Display chromatic aberration
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FragColor = vec4(Image, 1.0);
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}
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