mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-25 08:51:32 +11:00
add fubax_vr, g-sharp_resampler; cleanups for stereoscopic, dithering shaders
This commit is contained in:
parent
8e0b10aa2d
commit
b27af2e1df
5
dithering/g-sharp_resampler.slangp
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5
dithering/g-sharp_resampler.slangp
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shaders = 1
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shader0 = shaders/g-sharp_resampler.slang
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scale0 = 1.0
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scale_type0 = source
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5
dithering/jinc2-dedither.slangp
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5
dithering/jinc2-dedither.slangp
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shaders = 1
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shader0 = shaders/jinc2-dedither.slang
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scale0 = 1.0
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scale_type0 = source
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@ -57,7 +57,7 @@ layout(location = 0) out vec2 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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vTexCoord = TexCoord * 1.00001;
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}
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#pragma stage fragment
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@ -84,4 +84,4 @@ finalRGB.b = find_closest(x, y, rgb.b);
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float final = find_closest(x, y, grayscale);
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FragColor = vec4(finalRGB, 1.0);
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}
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}
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135
dithering/shaders/g-sharp_resampler.slang
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135
dithering/shaders/g-sharp_resampler.slang
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#version 450
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/*
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G-sharp resampler - dynamic range, resizable
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Copyright (C) 2020 - 2021 guest(r) - guest.r@gmail.com
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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Anti-Ringing inspired by Hyllian
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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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float SIGMA_HV;
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float HSHARP0;
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float HAR;
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float SHAR;
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} params;
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#pragma parameter HSHARP0 "Filter Range" 1.2 1.0 6.0 0.1
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#define HSHARP0 params.HSHARP0
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#pragma parameter SIGMA_HV "Gaussian Blur Sigma" 0.75 0.1 7.0 0.05
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#define SIGMA_HV params.SIGMA_HV
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#pragma parameter SHAR "Sharpness Definition" 0.5 0.0 2.0 0.05
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#define SHAR params.SHAR
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#pragma parameter HAR "Anti-Ringing" 0.5 0.0 1.0 0.10
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#define HAR params.HAR
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layout(std140, set = 0, binding = 0) uniform UBO
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{
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mat4 MVP;
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} global;
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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 vTexCoord;
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void main()
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{
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gl_Position = global.MVP * Position;
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vTexCoord = TexCoord;
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}
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#pragma stage fragment
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layout(location = 0) in vec2 vTexCoord;
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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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#define COMPAT_TEXTURE(c,d) texture(c,d)
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#define SourceSize params.SourceSize
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float invsqrsigma_h = 1.0/(2.0*SIGMA_HV*SIGMA_HV);
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float gaussian(float x, float y)
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{
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return exp(-(x*x + y*y)*invsqrsigma_h);
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}
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void main()
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{
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vec2 f = fract(SourceSize.xy * vTexCoord.xy);
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f = 0.5 - f;
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vec2 tex = floor(SourceSize.xy * vTexCoord)*SourceSize.zw + 0.5*SourceSize.zw;
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vec2 dx = vec2(SourceSize.z, 0.0);
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vec2 dy = vec2(0.0, SourceSize.w);
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vec3 colorx = 0.0.xxx;
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vec3 colory = 0.0.xxx;
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float wx, wy;
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float wsumx = 0.0;
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float wsumy = 0.0;
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vec3 pixel;
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float x;
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vec3 xcmax = 0.0.xxx;
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vec3 xcmin = 1.0.xxx;
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float sharp = gaussian(HSHARP0, 0.0);
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float maxsharp = 0.07;
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float FPR = HSHARP0;
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float fpx = 1.0;
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float LOOPSIZE = ceil(2.0*FPR);
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float y = -LOOPSIZE;
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do
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{
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x = -LOOPSIZE;
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do
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{
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pixel = COMPAT_TEXTURE(Source, tex + x*dx + y*dy).rgb;
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wx = gaussian(x+f.x, y+f.y) - sharp;
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fpx = (sqrt(dot(vec2(x+f.x,y+f.y),vec2(x+f.x,y+f.y)))-FPR)/FPR;
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if (((x*x) + (y*y)) < 1.25*FPR) { xcmax = max(xcmax, pixel); xcmin = min(xcmin, pixel); }
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if (wx < 0.0) wx = clamp(wx, mix(-maxsharp, 0.0, pow(abs(fpx), SHAR)), 0.0);
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colorx = colorx + wx * pixel;
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wsumx = wsumx + wx;
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x = x + 1.0;
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} while (x <= LOOPSIZE);
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y = y + 1.0;
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} while (y <= LOOPSIZE);
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vec3 color = colorx/wsumx;
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color = mix(clamp(color, 0.0, 1.0), clamp(color, xcmin, xcmax), HAR);
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FragColor = vec4(color, 1.0);
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}
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28
stereoscopic-3d/fubax_vr.slangp
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28
stereoscopic-3d/fubax_vr.slangp
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shaders = 5
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shader0 = ../stock.slang
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scale_type0 = viewport
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scale0 = 1.0
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shader1 = shaders/fubax_vr/VR.slang
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scale_type1 = viewport
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scale1 = 1.0
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filter_linear1 = true
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shader2 = shaders/fubax_vr/Chromatic.slang
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scale_type2 = viewport
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scale2 = 1.0
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filter_linear2 = true
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shader3 = shaders/fubax_vr/FilmicSharpen.slang
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scale_type3 = viewport
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scale3 = 1.0
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filter_linear3 = true
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shader4 = shaders/fubax_vr/VR_nose.slang
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scale_type4 = viewport
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scale4 = 1.0
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filter_linear4 = true
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textures = "noseTex"
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noseTex = shaders/fubax_vr/nose.png
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163
stereoscopic-3d/shaders/fubax_vr/Chromatic.slang
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163
stereoscopic-3d/shaders/fubax_vr/Chromatic.slang
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@ -0,0 +1,163 @@
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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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101
stereoscopic-3d/shaders/fubax_vr/FilmicSharpen.slang
Normal file
101
stereoscopic-3d/shaders/fubax_vr/FilmicSharpen.slang
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@ -0,0 +1,101 @@
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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.
|
||||
To view a copy of this license, visit
|
||||
http://creativecommons.org/licenses/by-nc-sa/4.0/
|
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|
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If you want to use it commercially, contact me at jakub.m.fober@pm.me
|
||||
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
|
||||
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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vec2 UvCoord = texcoord;
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// Bypass sharpening
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if(!Sharpen)
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{
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FragColor = vec4(texture(Source, UvCoord).rgb, 1.0);
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return;
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}
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vec2 Pixel = (texcoord.xy * params.OutputSize.xy) * Offset;
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// Sample display image
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vec3 ImgSource = texture(Source, UvCoord).rgb;
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vec2 NorSouWesEst[4] = {
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vec2(UvCoord.x, UvCoord.y + Pixel.y),
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vec2(UvCoord.x, UvCoord.y - Pixel.y),
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vec2(UvCoord.x + Pixel.x, UvCoord.y),
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vec2(UvCoord.x - Pixel.x, UvCoord.y)
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};
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// Luma high-pass
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float HighPass = 0.0;
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for(int i=0; i<4; i++)
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{
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HighPass += Luma(texture(Source, NorSouWesEst[i]).rgb);
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}
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HighPass = 0.5 - 0.5 * (HighPass * 0.25 - Luma(ImgSource));
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// Sharpen strength
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HighPass = mix(0.5, HighPass, Strength * 0.01);
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// Clamping sharpen
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HighPass = (Clamp != 1.0) ? max(min(HighPass, Clamp), 1.0 - Clamp) : HighPass;
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vec3 Sharpen = vec3(
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Overlay(ImgSource.r, HighPass),
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Overlay(ImgSource.g, HighPass),
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Overlay(ImgSource.b, HighPass)
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);
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FragColor.rgb = (Preview) ? vec3(HighPass) : Sharpen;
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FragColor.a = 1.0;
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}
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172
stereoscopic-3d/shaders/fubax_vr/VR.slang
Normal file
172
stereoscopic-3d/shaders/fubax_vr/VR.slang
Normal file
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@ -0,0 +1,172 @@
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#version 450
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/*
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/// VR shader ///
|
||||
|
||||
Make any game VR and any screen with lenses a VR headset.
|
||||
Thanks to this shader you'll be able to correct distortions of any lens types
|
||||
(DIY, experimental) and chromatic aberration.
|
||||
Also if a game outputs depth pass you can have a stereo-3D vision thanks to
|
||||
the parallax mapping (which needs some further improvement).
|
||||
|
||||
Copyright (c) 2019 Jacob Max Fober
|
||||
|
||||
This work is licensed under the Creative Commons
|
||||
Attribution-NonCommercial-ShareAlike 4.0 International License.
|
||||
To view a copy of this license, visit
|
||||
http://creativecommons.org/licenses/by-nc-sa/4.0/
|
||||
|
||||
If you want to use it commercially, contact me at jakub.m.fober@pm.me
|
||||
If you have questions, visit https://reshade.me/forum/shader-discussion/
|
||||
|
||||
I'm author of most of equations present here,
|
||||
beside Brown-Conrady distortion correction model and
|
||||
Parallax Steep and Occlusion mapping which
|
||||
I changed and adopted from various sources.
|
||||
|
||||
Version 0.4.2 alpha
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
#include "fubax_vr_params.inc"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 texcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
texcoord = TexCoord * 1.00001;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 texcoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
|
||||
#include "fubax_vr_shared_funcs.inc"
|
||||
|
||||
void main()
|
||||
{
|
||||
// Get display aspect ratio (horizontal/vertical resolution)
|
||||
const float rAspect = params.OutputSize.x*params.OutputSize.w;
|
||||
|
||||
// Divide screen in two
|
||||
vec2 UvCoord = StereoSwitch? StereoVision(texcoord, IPD) : texcoord;
|
||||
|
||||
// Generate negative-positive stereo mask
|
||||
float StereoMask = step(0.5, texcoord.x)*2.0-1.0;
|
||||
|
||||
// Correct lens distortion
|
||||
if(PerspectiveSwitch)
|
||||
{
|
||||
// Center coordinates
|
||||
UvCoord = UvCoord*2.0-1.0;
|
||||
UvCoord.x *= rAspect;
|
||||
vec2 StereoCoord = UvCoord; // Save coordinates for Brown-Conrady correction
|
||||
|
||||
// Base distortion correction
|
||||
if(bool(FOV)) // If FOV is not equal 0
|
||||
{
|
||||
float radFOV = radians(FOV);
|
||||
// Calculate radius
|
||||
float Radius = length(UvCoord);
|
||||
// Apply base lens correction
|
||||
switch(LensType)
|
||||
{
|
||||
case 0:
|
||||
{ UvCoord *= Orthographic(radFOV, Radius); break; }
|
||||
case 1:
|
||||
{ UvCoord *= Equisolid(radFOV, Radius); break; }
|
||||
case 2:
|
||||
{ UvCoord *= Equidistant(radFOV, Radius); break; }
|
||||
case 3:
|
||||
{ UvCoord *= Stereographic(radFOV, Radius); break; }
|
||||
}
|
||||
};
|
||||
|
||||
// Lens geometric aberration correction (Brown-Conrady model)
|
||||
float Diagonal = rAspect;
|
||||
Diagonal *= StereoSwitch ? 0.5 : 1.0;
|
||||
Diagonal = length(vec2(Diagonal, 1.0));
|
||||
float InvDiagonal2 = 1.0 / pow(Diagonal, 2);
|
||||
|
||||
StereoCoord /= Diagonal; // Normalize diagonally
|
||||
float Radius2 = dot(StereoCoord, StereoCoord); // Squared radius
|
||||
float correctionK = kRadial(Radius2, K.x, K.y, K.z, K.w);
|
||||
// Apply negative-positive stereo mask for tangental distortion (flip side)
|
||||
float SideScreenSwitch = (StereoSwitch) ? StereoMask : 1.0;
|
||||
|
||||
vec2 correctionP = pTangental(
|
||||
StereoCoord,
|
||||
Radius2,
|
||||
P.x * SideScreenSwitch,
|
||||
P.y,
|
||||
P.z,
|
||||
0.0
|
||||
);
|
||||
// Expand background to vertical border (but not for test grid for ease of calibration)
|
||||
UvCoord /= TestGrid ? vec2(1.0) : vec2(kRadial(InvDiagonal2, K.x, K.y, K.z, K.w));
|
||||
UvCoord = UvCoord * correctionK + correctionP; // Apply lens correction
|
||||
|
||||
// Scale image
|
||||
UvCoord /= TestGrid ? vec2(1.0) : vec2(ImageScale);
|
||||
|
||||
// Revert aspect ratio to square
|
||||
UvCoord.x /= rAspect;
|
||||
// Move origin back to left top corner
|
||||
UvCoord = UvCoord*0.5 + vec2(0.5);
|
||||
}
|
||||
|
||||
// Display test grid
|
||||
if(TestGrid) {
|
||||
FragColor = vec4(Grid(UvCoord, rAspect), 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
/* Disable for RetroArch since there's no depth buffer
|
||||
// Create parallax effect
|
||||
if(ParallaxSwitch)
|
||||
{
|
||||
float ParallaxDirection = ParallaxOffset*0.01;
|
||||
// For stereo-vison flip direction on one side
|
||||
ParallaxDirection *= StereoSwitch ? StereoMask : 1.0;
|
||||
// Apply parallax effect
|
||||
UvCoord = Parallax(
|
||||
UvCoord,
|
||||
ParallaxDirection,
|
||||
ParallaxCenter,
|
||||
ParallaxMaskScalar,
|
||||
ParallaxSteps
|
||||
);
|
||||
}
|
||||
*/
|
||||
|
||||
// added by hunterk to adjust aspect ratio of the image
|
||||
vec2 corrected_size = params.SourceSize.xy * vec2(img_ar.x / img_ar.y, 1.0)
|
||||
* vec2(params.SourceSize.y / params.SourceSize.x, 1.0);
|
||||
float full_scale = params.OutputSize.y / params.SourceSize.y;
|
||||
vec2 scale = (params.OutputSize.xy / corrected_size) / full_scale;
|
||||
vec2 middle = vec2(0.49999, 0.49999);
|
||||
vec2 diff = UvCoord.xy - middle;
|
||||
vec2 screen_coord = middle + diff * scale;
|
||||
UvCoord = ((screen_coord - vec2(0.5)) * imgzoom) + vec2(0.5);
|
||||
|
||||
// Sample image with black borders to display
|
||||
vec3 Image = mix(
|
||||
texture(Source, UvCoord).rgb, // Display image
|
||||
vec3(0.0), // Black borders
|
||||
BorderMaskAA(UvCoord) // Anti-aliased border mask
|
||||
);
|
||||
|
||||
// Display image
|
||||
FragColor = vec4(Image, 1.0);
|
||||
}
|
95
stereoscopic-3d/shaders/fubax_vr/VR_nose.slang
Normal file
95
stereoscopic-3d/shaders/fubax_vr/VR_nose.slang
Normal file
|
@ -0,0 +1,95 @@
|
|||
#version 450
|
||||
|
||||
/*
|
||||
Nose PS (c) 2019 Jacob Maximilian Fober
|
||||
|
||||
Anti-nausea shader for VR
|
||||
|
||||
This work is licensed under the Creative Commons
|
||||
Attribution-ShareAlike 4.0 International License.
|
||||
To view a copy of this license, visit
|
||||
http://creativecommons.org/licenses/by-sa/4.0/.
|
||||
*/
|
||||
|
||||
layout(push_constant) uniform Push
|
||||
{
|
||||
vec4 SourceSize;
|
||||
vec4 OriginalSize;
|
||||
vec4 OutputSize;
|
||||
uint FrameCount;
|
||||
} params;
|
||||
|
||||
#ifndef nose
|
||||
#define nose 128 // Nose texture resolution
|
||||
#endif
|
||||
|
||||
#define mul(c,d) (d*c)
|
||||
|
||||
#include "fubax_vr_params.inc"
|
||||
|
||||
#pragma stage vertex
|
||||
layout(location = 0) in vec4 Position;
|
||||
layout(location = 1) in vec2 TexCoord;
|
||||
layout(location = 0) out vec2 texcoord;
|
||||
|
||||
void main()
|
||||
{
|
||||
gl_Position = global.MVP * Position;
|
||||
texcoord = TexCoord;
|
||||
}
|
||||
|
||||
#pragma stage fragment
|
||||
layout(location = 0) in vec2 texcoord;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 3) uniform sampler2D noseTex;
|
||||
|
||||
//#include "fubax_vr_shared_funcs.inc"
|
||||
// Convert RGB to YUV
|
||||
vec3 yuv(vec3 rgbImage)
|
||||
{
|
||||
// RGB to YUV709 matrix
|
||||
const mat3 YUV709 =
|
||||
mat3(
|
||||
vec3(0.2126, 0.7152, 0.0722),
|
||||
vec3(-0.09991, -0.33609, 0.436),
|
||||
vec3(0.615, -0.55861, -0.05639)
|
||||
);
|
||||
return mul(YUV709, rgbImage);
|
||||
}
|
||||
|
||||
// Overlay blending mode
|
||||
float Overlay(float LayerAB)
|
||||
{
|
||||
float MinAB = min(LayerAB, 0.5);
|
||||
float MaxAB = max(LayerAB, 0.5);
|
||||
return 2.0 * (MinAB*MinAB + 2.0*MaxAB - MaxAB*MaxAB) - 1.5;
|
||||
}
|
||||
|
||||
void main()
|
||||
{
|
||||
vec2 UvCoord = texcoord;
|
||||
// Bypass sharpening
|
||||
if(!Nose)
|
||||
{
|
||||
FragColor = vec4(texture(Source, UvCoord).rgb, 1.0);
|
||||
return;
|
||||
}
|
||||
|
||||
// Divide screen in two (mirrored)
|
||||
vec2 StereoCoord = texcoord;
|
||||
StereoCoord.x = 1.0-abs(StereoCoord.x*2.0-1.0)/Scale.x;
|
||||
StereoCoord.y = 1.0-(1.0-StereoCoord.y)/Scale.y;
|
||||
|
||||
// Sample display image
|
||||
vec3 Display = texture(Source, texcoord).rgb;
|
||||
// Sample nose texture
|
||||
vec4 NoseTexture = texture(noseTex, StereoCoord);
|
||||
// Change skintone
|
||||
NoseTexture.rgb *= mix(smoothstep(0.0, 1.0, yuv(NoseTexture.rgb).x), 1.0, Brightness);
|
||||
|
||||
|
||||
// Blend nose with display image
|
||||
FragColor.rgb = mix(Display, NoseTexture.rgb, NoseTexture.a);
|
||||
FragColor.a = 1.0;
|
||||
}
|
123
stereoscopic-3d/shaders/fubax_vr/fubax_vr_params.inc
Normal file
123
stereoscopic-3d/shaders/fubax_vr/fubax_vr_params.inc
Normal file
|
@ -0,0 +1,123 @@
|
|||
layout(std140, set = 0, binding = 0) uniform UBO
|
||||
{
|
||||
mat4 MVP;
|
||||
float SoloLines, TestGrid, IPD, StereoSwitch, FOV, LensType, K1, K2,
|
||||
K3, K4, P1, P2, P3, ImageScale, PerspectiveSwitch, ChGreenK1, ChGreenK2,
|
||||
ChGreenK3, ChGreenK4, SoloGreen, ChBlueK1, ChBlueK2, ChBlueK3, ChBlueK4,
|
||||
SoloBlue, ChromaticAbrSwitch, ChGreenOffsetL_x, ChGreenOffsetL_y,
|
||||
ChBlueOffsetL_x, ChBlueOffsetL_y, ChGreenOffsetR_x, ChGreenOffsetR_y,
|
||||
ChBlueOffsetR_x, ChBlueOffsetR_y, Strength, Clamp, Offset, Preview,
|
||||
Sharpen, Nose, Brightness, Scale_x, Scale_y, imgzoom, aspect_x, aspect_y;
|
||||
/*ParallaxOffset, ParallaxCenter, ParallaxSteps, ParallaxMaskScalar,
|
||||
ParallaxSwitch */
|
||||
} global;
|
||||
|
||||
#ifndef MaximumParallaxSteps
|
||||
#define MaximumParallaxSteps 1024 // Defefine max steps to make loop finite
|
||||
#endif
|
||||
|
||||
// Grid settings
|
||||
#ifndef BoxAmount
|
||||
#define BoxAmount 31 // Number of boxes horizontally (choose odd number)
|
||||
#endif
|
||||
|
||||
#ifndef thicknessA
|
||||
#define thicknessA 0.25 // White grid thickness
|
||||
#endif
|
||||
|
||||
#ifndef thicknessB
|
||||
#define thicknessB 0.125 // Yellow cross thickness
|
||||
#endif
|
||||
|
||||
#ifndef crossColor
|
||||
#define crossColor vec3(1.0, 1.0, 0.0) // Center cross color (yellow)
|
||||
#endif
|
||||
|
||||
#pragma parameter TestGrid "Toggle Calibration Grid" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter StereoSwitch "Toggle Stereo Vision" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter PerspectiveSwitch "Toggle Lens Correction" 1.0 0.0 1.0 1.0
|
||||
//#pragma parameter ParallaxSwitch "Toggle Parallax Effect" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter ChromaticAbrSwitch "Toggle Chromatic Correction" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter Nose "Toggle Virtual Nose (helps nausea)" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter Sharpen "Toggle Sharpening" 1.0 0.0 1.0 1.0
|
||||
#pragma parameter SoloLines "Lines (All, Horz, Vert, Rad)" 0.0 0.0 3.0 1.0
|
||||
#pragma parameter IPD "IPD (Interpupillary Distance)" 0.500 0.0 0.75 0.001
|
||||
#pragma parameter imgzoom "Image Zoom" 1.6 0.1 5.0 0.01
|
||||
#pragma parameter aspect_x "Image Aspect Ratio Numerator" 64.0 1.0 256.0 1.0
|
||||
#pragma parameter aspect_y "Image Aspect Ratio Denominator" 49.0 1.0 256. 1.0
|
||||
//#pragma parameter ParallaxOffset "Parallax Horizontal Offset" 0.355 0.0 1.0 0.001
|
||||
//#pragma parameter ParallaxCenter "Parallax Rotation Center (ZPD)" 1.0 0.0 1.0 0.001
|
||||
//#pragma parameter ParallaxSteps "Parallax Sampling Steps" 16.0 1.0 128.0 0.2
|
||||
//#pragma parameter ParallaxMaskScalar "Parallax Gap Compensation" 10.0 0.0 32.0 0.2
|
||||
#pragma parameter FOV "Lens Distortion Power" 96.0 0.0 170.0 0.1
|
||||
#pragma parameter LensType "Lens Dist Type (Ortho, Equisolid, Equidist, Stereo)" 0.0 0.0 3.0 1.0
|
||||
#pragma parameter K1 "Radial Correction #1 (Brown-Conrady Model)" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter K2 "Radial Correction #2 (Brown-Conrady Model)" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter K3 "Radial Correction #3 (Brown-Conrady Model)" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter K4 "Radial Correction #4 (Brown-Conrady Model)" 0.0 0.0 1.0 0.01
|
||||
#pragma parameter P1 "Tangential Correction #1 (Brown-Conrady Model)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter P2 "Tangential Correction #2 (Brown-Conrady Model)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter P3 "Tangential Correction #3 (Brown-Conrady Model)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter ImageScale "Image Scale" 1.0 0.25 1.0 0.01
|
||||
#pragma parameter ChGreenK1 "Chromatic Green Correction (Zoom)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter ChGreenK2 "Chromatic Green Correction (K1)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter ChGreenK3 "Chromatic Green Correction (K2)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter ChGreenK4 "Chromatic Green Correction (K3)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter SoloGreen "Green Channel Adj Solo" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter ChBlueK1 "Chromatic Blue Correction (Zoom)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter ChBlueK2 "Chromatic Blue Correction (K1)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter ChBlueK3 "Chromatic Blue Correction (K2)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter ChBlueK4 "Chromatic Blue Correction (K3)" 0.0 0.0 1.0 0.001
|
||||
#pragma parameter SoloBlue "Blue Channel Adj Solo" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter ChGreenOffsetL_x "Left Green Center Offset X" 0.0 -0.2 0.2 0.001
|
||||
#pragma parameter ChGreenOffsetL_y "Left Green Center Offset Y" 0.0 -0.2 0.2 0.001
|
||||
#pragma parameter ChBlueOffsetL_x "Left Blue Center Offset X" 0.0 -0.2 0.2 0.001
|
||||
#pragma parameter ChBlueOffsetL_y "Left Blue Center Offset Y" 0.0 -0.2 0.2 0.001
|
||||
#pragma parameter ChGreenOffsetR_x "Right Green Center Offset X" 0.0 -0.2 0.2 0.001
|
||||
#pragma parameter ChGreenOffsetR_y "Right Green Center Offset Y" 0.0 -0.2 0.2 0.001
|
||||
#pragma parameter ChBlueOffsetR_x "Right Blue Center Offset X" 0.0 -0.2 0.2 0.001
|
||||
#pragma parameter ChBlueOffsetR_y "Right Blue Center Offset Y" 0.0 -0.2 0.2 0.001
|
||||
#pragma parameter Strength "Sharpen Strength" 25.0 0.0 100.0 0.5
|
||||
#pragma parameter Clamp "Sharpen Clamping" 0.65 0.5 1.0 0.001
|
||||
#pragma parameter Offset "High-pass Offset" 0.1 0.01 2.0 0.002
|
||||
#pragma parameter Preview "Preview Sharpen Layer" 0.0 0.0 1.0 1.0
|
||||
#pragma parameter Brightness "Virtual Nose Brightness" 1.0 0.0 1.0 0.01
|
||||
#pragma parameter Scale_x "Virtual Nose Scale X" 0.382 0.1 1.0 0.01
|
||||
#pragma parameter Scale_y "Virtual Nose Scale Y" 0.618 0.1 1.0 0.01
|
||||
|
||||
int SoloLines = int(global.SoloLines);
|
||||
bool TestGrid = bool(global.TestGrid);
|
||||
float IPD = global.IPD;
|
||||
bool StereoSwitch = bool(global.StereoSwitch);
|
||||
//float ParallaxOffset = global.ParallaxOffset;
|
||||
//float ParallaxCenter = global.ParallaxCenter;
|
||||
//int ParallaxSteps = int(global.ParallaxSteps);
|
||||
//int ParallaxMaskScalar = int(global.ParallaxMaskScalar);
|
||||
//bool ParallaxSwitch = bool(global.ParallaxSwitch);
|
||||
int FOV = int(global.FOV);
|
||||
int LensType = int(global.LensType);
|
||||
vec4 K = vec4(global.K1, global.K2, global.K3, global.K4);
|
||||
vec3 P = vec3(global.P1, global.P2, global.P3);
|
||||
float ImageScale = global.ImageScale;
|
||||
bool PerspectiveSwitch = bool(global.PerspectiveSwitch);
|
||||
vec4 ChGreenK = vec4(global.ChGreenK1, global.ChGreenK2, global.ChGreenK3,
|
||||
global.ChGreenK4);
|
||||
bool SoloGreen = bool(global.SoloGreen);
|
||||
vec4 ChBlueK = vec4(global.ChBlueK1, global.ChBlueK2, global.ChBlueK3,
|
||||
global.ChBlueK4);
|
||||
bool SoloBlue = bool(global.SoloBlue);
|
||||
bool ChromaticAbrSwitch = bool(global.ChromaticAbrSwitch);
|
||||
vec2 ChGreenOffsetL = vec2(global.ChGreenOffsetL_x, global.ChGreenOffsetL_y);
|
||||
vec2 ChBlueOffsetL = vec2(global.ChBlueOffsetL_x, global.ChBlueOffsetL_y);
|
||||
vec2 ChGreenOffsetR = vec2(global.ChGreenOffsetR_x, global.ChGreenOffsetR_y);
|
||||
vec2 ChBlueOffsetR = vec2(global.ChBlueOffsetR_x, global.ChBlueOffsetR_y);
|
||||
float Strength = global.Strength;
|
||||
float Clamp = global.Clamp;
|
||||
float Offset = global.Offset;
|
||||
bool Preview = bool(global.Preview);
|
||||
bool Sharpen = bool(global.Sharpen);
|
||||
bool Nose = bool(global.Nose);
|
||||
float Brightness = global.Brightness;
|
||||
vec2 Scale = vec2(global.Scale_x, global.Scale_y);
|
||||
float imgzoom = global.imgzoom;
|
||||
vec2 img_ar = vec2(global.aspect_x, global.aspect_y);
|
205
stereoscopic-3d/shaders/fubax_vr/fubax_vr_shared_funcs.inc
Normal file
205
stereoscopic-3d/shaders/fubax_vr/fubax_vr_shared_funcs.inc
Normal file
|
@ -0,0 +1,205 @@
|
|||
// Adjust to limited RGB
|
||||
vec3 tv(vec3 Input)
|
||||
{ return Input*((235.0-16.0)/255.0)+16.0/255.0; }
|
||||
|
||||
// Generate test grid
|
||||
vec3 Grid(vec2 Coordinates, float AspectRatio)
|
||||
{
|
||||
// Grid settings
|
||||
#ifndef BoxAmount
|
||||
#define BoxAmount 31 // Number of boxes horizontally (choose odd number)
|
||||
#endif
|
||||
|
||||
#ifndef thicknessA
|
||||
#define thicknessA 0.25 // White grid thickness
|
||||
#endif
|
||||
|
||||
#ifndef thicknessB
|
||||
#define thicknessB 0.125 // Yellow cross thickness
|
||||
#endif
|
||||
|
||||
#ifndef crossColor
|
||||
#define crossColor vec3(1.0, 1.0, 0.0) // Center cross color (yellow)
|
||||
#endif
|
||||
|
||||
bool RadialPattern = (SoloLines == 3);
|
||||
|
||||
vec2 GridCoord = Coordinates;
|
||||
GridCoord.y -= 0.5; // Center coordinates vertically
|
||||
GridCoord.y /= AspectRatio; // Correct aspect
|
||||
GridCoord.y += 0.5; // Center at middle
|
||||
|
||||
vec2 CrossUV = GridCoord; // Store center cross coordinates
|
||||
|
||||
vec2 PixelSize; vec3 gridColor;
|
||||
// Generate grid pattern
|
||||
GridCoord = (RadialPattern) ? vec2(length(GridCoord-0.5)*1.618) : GridCoord; // Switch to radial pattern
|
||||
GridCoord = abs(fract(GridCoord*BoxAmount)*2.0-1.0)*(thicknessA+1.0);
|
||||
// Anti-aliased grid
|
||||
PixelSize = fwidth(GridCoord.xy);
|
||||
GridCoord = smoothstep(1.0-PixelSize, 1.0+PixelSize, GridCoord);
|
||||
|
||||
// Combine/solo vertical and horizontal lines
|
||||
switch(SoloLines)
|
||||
{
|
||||
case 1:
|
||||
{ gridColor = vec3(GridCoord.y); break; }
|
||||
case 2:
|
||||
{ gridColor = vec3(GridCoord.x); break; }
|
||||
default:
|
||||
{ gridColor = vec3(max(GridCoord.x, GridCoord.y)); break; }
|
||||
};
|
||||
|
||||
// Generate center cross
|
||||
CrossUV = 1.0-abs(CrossUV*2.0-1.0);
|
||||
CrossUV = CrossUV*(thicknessB/BoxAmount+1.0);
|
||||
// Anti-aliased cross
|
||||
PixelSize = fwidth(CrossUV);
|
||||
CrossUV = smoothstep(1.0-PixelSize, 1.0+PixelSize, CrossUV);
|
||||
// Combine vertical and horizontal line
|
||||
float CrossMask = max(CrossUV.y, CrossUV.x);
|
||||
|
||||
// Blend grid and center cross
|
||||
gridColor = mix(gridColor, ((RadialPattern) ? vec3(1.0) : crossColor), vec3(CrossMask));
|
||||
|
||||
// Solo colors
|
||||
if(SoloGreen) gridColor.b = 0.0;
|
||||
if(SoloBlue) gridColor.g = 0.0;
|
||||
|
||||
// Reduce grid brightness
|
||||
return tv(gridColor);
|
||||
}
|
||||
|
||||
// Divide screen into two halfs
|
||||
vec2 StereoVision(vec2 Coordinates, float Center)
|
||||
{
|
||||
vec2 StereoCoord = Coordinates;
|
||||
StereoCoord.x = 0.25 + abs( StereoCoord.x*2.0-1.0 ) * 0.5; // Divide screen in two
|
||||
StereoCoord.x -= mix(-0.25, 0.25, Center); // Change center for interpupillary distance (IPD)
|
||||
// Mirror left half
|
||||
float ScreenSide = step(0.5, Coordinates.x);
|
||||
StereoCoord.x *= ScreenSide*2.0-1.0;
|
||||
StereoCoord.x += 1.0 - ScreenSide;
|
||||
return StereoCoord;
|
||||
}
|
||||
|
||||
// Convert stereo coordinates to mono
|
||||
vec2 InvStereoVision(vec2 Coordinates, int ScreenMask, float Center)
|
||||
{
|
||||
vec2 stereoCoord = Coordinates;
|
||||
stereoCoord.x += Center*0.5 * ScreenMask;
|
||||
return stereoCoord;
|
||||
}
|
||||
|
||||
// Generate border mask with anti-aliasing from UV coordinates
|
||||
float BorderMaskAA(vec2 Coordinates)
|
||||
{
|
||||
vec2 RaidalCoord = abs(Coordinates*2.0-1.0);
|
||||
// Get pixel size in transformed coordinates (for anti-aliasing)
|
||||
vec2 PixelSize = fwidth(RaidalCoord);
|
||||
|
||||
// Create borders mask (with anti-aliasing)
|
||||
vec2 Borders = smoothstep(1.0-PixelSize, 1.0+PixelSize, RaidalCoord);
|
||||
|
||||
// Combine side and top borders
|
||||
return max(Borders.x, Borders.y);
|
||||
}
|
||||
|
||||
/*
|
||||
// Can't really use this one as RetroArch can't access the depth buffer
|
||||
float GetDepth(vec2 texcoord)
|
||||
{
|
||||
return ReShade::GetLinearizedDepth(texcoord);
|
||||
}
|
||||
|
||||
|
||||
// Horizontal parallax offset effect
|
||||
vec2 Parallax(vec2 Coordinates, float Offset, float Center, int GapOffset, int Steps)
|
||||
{
|
||||
// Limit amount of loop steps to make it finite
|
||||
#ifndef MaximumParallaxSteps
|
||||
#def MaximumParallaxSteps 64
|
||||
#endif
|
||||
|
||||
// Offset per step progress
|
||||
float LayerDepth = 1.0 / min(MaximumParallaxSteps, Steps);
|
||||
|
||||
// Netto layer offset change
|
||||
float deltaCoordinates = Offset * LayerDepth;
|
||||
|
||||
vec2 ParallaxCoord = Coordinates;
|
||||
// Offset image horizontally so that parallax is in the depth appointed center
|
||||
ParallaxCoord.x += Offset * Center;
|
||||
float CurrentDepthMapValue = GetDepth(ParallaxCoord); // Replace function
|
||||
|
||||
// Steep parallax mapping
|
||||
float CurrentLayerDepth = 0.0;
|
||||
[loop]
|
||||
while(CurrentLayerDepth < CurrentDepthMapValue)
|
||||
{
|
||||
// Shift coordinates horizontally in linear fasion
|
||||
ParallaxCoord.x -= deltaCoordinates;
|
||||
// Get depth value at current coordinates
|
||||
CurrentDepthMapValue = GetDepth(ParallaxCoord); // Replace function
|
||||
// Get depth of next layer
|
||||
CurrentLayerDepth += LayerDepth;
|
||||
continue;
|
||||
}
|
||||
|
||||
// Parallax Occlusion Mapping
|
||||
vec2 PrevParallaxCoord = ParallaxCoord;
|
||||
PrevParallaxCoord.x += deltaCoordinates;
|
||||
float afterDepthValue = CurrentDepthMapValue - CurrentLayerDepth;
|
||||
float beforeDepthValue = GetDepth(PrevParallaxCoord); // Replace function
|
||||
// Store depth read difference for masking
|
||||
float DepthDifference = beforeDepthValue - CurrentDepthMapValue;
|
||||
|
||||
beforeDepthValue += LayerDepth - CurrentLayerDepth;
|
||||
// Interpolate coordinates
|
||||
float weight = afterDepthValue / (afterDepthValue - beforeDepthValue);
|
||||
ParallaxCoord = PrevParallaxCoord * weight + ParallaxCoord * (1.0 - weight);
|
||||
|
||||
// Apply gap masking (by JMF)
|
||||
DepthDifference *= GapOffset * Offset * 100.0;
|
||||
DepthDifference *= ReShade::PixelSize.x; // Replace function
|
||||
ParallaxCoord.x += DepthDifference;
|
||||
|
||||
return ParallaxCoord;
|
||||
};
|
||||
*/
|
||||
|
||||
// Lens projection model (algorithm by JMF)
|
||||
float Orthographic(float rFOV, float R){ return tan(asin(sin(rFOV*0.5)*R))/(tan(rFOV*0.5)*R); }
|
||||
float Equisolid(float rFOV, float R){ return tan(asin(sin(rFOV*0.25)*R)*2.0)/(tan(rFOV*0.5)*R); }
|
||||
float Equidistant(float rFOV, float R){ return tan(R*rFOV*0.5)/(tan(rFOV*0.5)*R); }
|
||||
float Stereographic(float rFOV, float R){ return tan(atan(tan(rFOV*0.25)*R)*2.0)/(tan(rFOV*0.5)*R); }
|
||||
|
||||
// Brown-Conrady radial distortion model (multiply by coordinates)
|
||||
float kRadial(float R2, float K1, float K2, float K3, float K4)
|
||||
{ return 1.0 + K1*R2 + K2*pow(R2,2) + K3*pow(R2,4) + K4*pow(R2,6); }
|
||||
|
||||
// Brown-Conrady tangental distortion model (add to coordinates)
|
||||
vec2 pTangental(vec2 Coord, float R2, float P1, float P2, float P3, float P4)
|
||||
{
|
||||
return vec2(
|
||||
(P1*(R2+pow(Coord.x,2)*2.0)+2.0*P2*Coord.x*Coord.y)*(1.0+P3*R2+P4*pow(R2,2)),
|
||||
(P2*(R2+pow(Coord.y,2)*2.0)+2.0*P1*Coord.x*Coord.y)*(1.0+P3*R2+P4*pow(R2,2))
|
||||
);
|
||||
}
|
||||
|
||||
// RGB to YUV709.luma
|
||||
float Luma(vec3 Input)
|
||||
{
|
||||
const vec3 Luma709 = vec3(0.2126, 0.7152, 0.0722);
|
||||
return dot(Input, Luma709);
|
||||
}
|
||||
|
||||
// Overlay blending mode
|
||||
float Overlay(float LayerA, float LayerB)
|
||||
{
|
||||
float MinA = min(LayerA, 0.5);
|
||||
float MinB = min(LayerB, 0.5);
|
||||
float MaxA = max(LayerA, 0.5);
|
||||
float MaxB = max(LayerB, 0.5);
|
||||
return 2.0 * (MinA * MinB + MaxA + MaxB - MaxA * MaxB) - 1.5;
|
||||
}
|
BIN
stereoscopic-3d/shaders/fubax_vr/nose.png
Normal file
BIN
stereoscopic-3d/shaders/fubax_vr/nose.png
Normal file
Binary file not shown.
After Width: | Height: | Size: 120 KiB |
|
@ -60,7 +60,7 @@ layout(location = 1) in vec2 right_coord;
|
|||
layout(location = 2) in float timer;
|
||||
layout(location = 0) out vec4 FragColor;
|
||||
layout(set = 0, binding = 2) uniform sampler2D Source;
|
||||
layout(set = 0, binding = 2) uniform sampler2D OriginalHistory1;
|
||||
layout(set = 0, binding = 3) uniform sampler2D OriginalHistory1;
|
||||
|
||||
#define PrevTexture OriginalHistory1
|
||||
|
||||
|
|
|
@ -1,3 +1,3 @@
|
|||
shaders = 1
|
||||
|
||||
shaders0 = shaders/side-by-side-simple.slang
|
||||
shader0 = shaders/side-by-side-simple.slang
|
||||
|
|
Loading…
Reference in a new issue