#version 450 // license:BSD-3-Clause // copyright-holders:ImJezze //----------------------------------------------------------------------------- // Distortion Effect //----------------------------------------------------------------------------- layout(push_constant) uniform Push { vec4 SourceSize; vec4 OriginalSize; vec4 OutputSize; uint FrameCount; float distortion_amount; float cubic_distortion_amount; float distort_corner_amount; float round_corner_amount; float smooth_border_amount; float vignette_amount; float reflection_amount; float reflection_col_r; float reflection_col_g; float reflection_col_b; float swapxy; float target_scale; } params; #pragma parameter distortion_amount "Distortion Amount" 0.0 0.0 1.0 0.01 #pragma parameter cubic_distortion_amount "Cubic Dist. Amt" 0.0 0.0 1.0 0.01 #pragma parameter distort_corner_amount "Corner Dist. Amt" 0.0 0.0 1.0 0.01 #pragma parameter round_corner_amount "Corner Rounding" 0.0 0.0 1.0 0.01 #pragma parameter smooth_border_amount "Border Smoothing" 0.0 0.0 1.0 0.01 #pragma parameter vignette_amount "Vignetting Amount" 0.0 0.0 1.0 0.01 #pragma parameter reflection_amount "Reflection Amount" 0.0 0.0 1.0 0.01 #pragma parameter reflection_col_r "Reflection Color R" 1.0 0.0 1.0 0.01 #pragma parameter reflection_col_g "Reflection Color G" 0.9 0.0 1.0 0.01 #pragma parameter reflection_col_b "Reflection Color B" 0.8 0.0 1.0 0.01 #pragma parameter swapxy "Swap X and Y" 0.0 0.0 1.0 1.0 #pragma parameter target_scale "Target Scale" 1.0 1.0 10.0 1.0 #define saturate(c) clamp(c, 0.0, 1.0) #define mul(a,b) (b*a) const int ScreenCount = 1; layout(std140, set = 0, binding = 0) uniform UBO { mat4 MVP; } global; //----------------------------------------------------------------------------- // Constants //----------------------------------------------------------------------------- const float Epsilon = 1.0e-7f; const float PI = 3.1415927f; const float E = 2.7182817f; const float Gelfond = 23.140692f; // e^pi (Gelfond constant) const float GelfondSchneider = 2.6651442f; // 2^sqrt(2) (Gelfond-Schneider constant) //----------------------------------------------------------------------------- // Functions //----------------------------------------------------------------------------- // www.stackoverflow.com/questions/5149544/can-i-generate-a-random-number-inside-a-pixel-shader/ float random(vec2 seed) { // irrationals for pseudo randomness vec2 i = vec2(Gelfond, GelfondSchneider); return fract(cos(dot(seed, i)) * 123456.0f); } // www.dinodini.wordpress.com/2010/04/05/normalized-tunable-sigmoid-functions/ float normalizedSigmoid(float n, float k) { // valid for n and k in range of -1.0 and 1.0 return (n - n * k) / (k - abs(n) * 2.0f * k + 1); } // www.iquilezles.org/www/articles/distfunctions/distfunctions.htm float roundBox(vec2 p, vec2 b, float r) { return length(max(abs(p) - b + r, 0.0f)) - r; } #pragma stage vertex layout(location = 0) in vec4 Position; layout(location = 1) in vec2 TexCoord; layout(location = 0) out vec2 vTexCoord; void main() { gl_Position = global.MVP * Position; vTexCoord = TexCoord; } #pragma stage fragment layout(location = 0) in vec2 vTexCoord; layout(location = 0) out vec4 FragColor; layout(set = 0, binding = 2) uniform sampler2D Source; #define DiffuseSampler Source float DistortionAmount = params.distortion_amount; // k - quartic distortion coefficient float CubicDistortionAmount = params.cubic_distortion_amount; // kcube - cubic distortion modifier float DistortCornerAmount = params.distort_corner_amount; float RoundCornerAmount = params.round_corner_amount; float SmoothBorderAmount = params.smooth_border_amount; float VignettingAmount = params.vignette_amount; float ReflectionAmount = params.reflection_amount; vec3 LightReflectionColor = vec3(params.reflection_col_r, params.reflection_col_g, params.reflection_col_b); // color temperature 5.000 Kelvin bool SwapXY = bool(params.swapxy); vec2 QuadDims = params.SourceSize.xy; vec2 TargetDims = params.SourceSize.xy; float TargetScale = params.target_scale; float GetNoiseFactor(vec3 n, float random) { // smaller n become more noisy return 1.0f + random * max(0.0f, 0.25f * pow(E, -8 * n.x)); } float GetVignetteFactor(vec2 coord, float amount) { vec2 VignetteCoord = coord; float VignetteLength = length(VignetteCoord); float VignetteBlur = (amount * 0.75f) + 0.25; // 0.5 full screen fitting circle float VignetteRadius = 1.0f - (amount * 0.25f); float Vignette = smoothstep(VignetteRadius, VignetteRadius - VignetteBlur, VignetteLength); return saturate(Vignette); } float GetSpotAddend(vec2 coord, float amount) { vec2 SpotCoord = coord; // upper right quadrant vec2 spotOffset = vec2(-0.25f, 0.25f); // normalized screen canvas ratio vec2 CanvasRatio = SwapXY ? vec2(1.0f, QuadDims.x / QuadDims.y) : vec2(1.0f, QuadDims.y / QuadDims.x); SpotCoord += spotOffset; SpotCoord *= CanvasRatio; float SpotBlur = amount; // 0.5 full screen fitting circle float SpotRadius = amount * 0.75f; float Spot = smoothstep(SpotRadius, SpotRadius - SpotBlur, length(SpotCoord)); float SigmoidSpot = amount * normalizedSigmoid(Spot, 0.75); // increase strength by 100% SigmoidSpot = SigmoidSpot * 2.0f; return saturate(SigmoidSpot); } float GetBoundsFactor(vec2 coord, vec2 bounds, float radiusAmount, float smoothAmount) { // reduce smooth amount down to radius amount smoothAmount = min(smoothAmount, radiusAmount); float range = min(bounds.x, bounds.y); float amountMinimum = 1.0f / range; float radius = range * max(radiusAmount, amountMinimum); float smooth_ = 1.0f / (range * max(smoothAmount, amountMinimum * 2.0f)); // compute box float box = roundBox(bounds * (coord * 2.0f), bounds, radius); // apply smooth box *= smooth_; box += 1.0f - pow(smooth_ * 0.5f, 0.5f); float border = smoothstep(1.0f, 0.0f, box); return saturate(border); } // www.francois-tarlier.com/blog/cubic-lens-distortion-shader/ vec2 GetDistortedCoords(vec2 centerCoord, float amount, float amountCube) { // lens distortion coefficient float k = amount; // cubic distortion value float kcube = amountCube; // compute cubic distortion factor float r2 = centerCoord.x * centerCoord.x + centerCoord.y * centerCoord.y; float f = kcube == 0.0f ? 1.0f + r2 * k : 1.0f + r2 * (k + kcube * sqrt(r2)); // fit screen bounds f /= 1.0f + amount * 0.25f + amountCube * 0.125f; // apply cubic distortion factor centerCoord *= f; return centerCoord; } vec2 GetTextureCoords(vec2 coord, float distortionAmount, float cubicDistortionAmount) { // center coordinates coord -= 0.5f; // distort coordinates coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount); // un-center coordinates coord += 0.5f; return coord; } vec2 GetQuadCoords(vec2 coord, vec2 scale, float distortionAmount, float cubicDistortionAmount) { // center coordinates coord -= 0.5f; // apply scale coord *= scale; // distort coordinates coord = GetDistortedCoords(coord, distortionAmount, cubicDistortionAmount); return coord; } void main() { // image distortion float distortionAmount = DistortionAmount; float cubicDistortionAmount = CubicDistortionAmount > 0.0f ? CubicDistortionAmount * 1.1f // cubic distortion need to be a little higher to compensate the quartic distortion : CubicDistortionAmount * 1.2f; // negativ values even more // corner distortion at least by the amount of the image distorition float distortCornerAmount = max(DistortCornerAmount, DistortionAmount + CubicDistortionAmount); float roundCornerAmount = RoundCornerAmount * 0.5f; float smoothBorderAmount = SmoothBorderAmount * 0.5f; vec2 TexelDims = 1.0f / TargetDims; // base-target dimensions (without oversampling) vec2 BaseTargetDims = TargetDims / TargetScale; BaseTargetDims = SwapXY ? BaseTargetDims.yx : BaseTargetDims.xy; // base-target/quad difference scale vec2 BaseTargetQuadScale = (ScreenCount == 1) ? BaseTargetDims / QuadDims // keeps the coords inside of the quad bounds of a single screen : vec2(1.0); // Screen Texture Curvature vec2 BaseCoord = GetTextureCoords(vTexCoord, distortionAmount, cubicDistortionAmount); // Screen Quad Curvature vec2 QuadCoord = GetQuadCoords(vTexCoord, BaseTargetQuadScale, distortCornerAmount, 0.0f); /* // clip border if (BaseCoord.x < 0.0f - TexelDims.x || BaseCoord.y < 0.0f - TexelDims.y || BaseCoord.x > 1.0f + TexelDims.x || BaseCoord.y > 1.0f + TexelDims.y) { // we don't use the clip function, because we don't clear the render target before return vec4(0.0f, 0.0f, 0.0f, 1.0f); } */ // Color vec4 BaseColor = texture(DiffuseSampler, BaseCoord); BaseColor.a = 1.0f; // Vignetting Simulation vec2 VignetteCoord = QuadCoord; float VignetteFactor = GetVignetteFactor(VignetteCoord, VignettingAmount); BaseColor.rgb *= VignetteFactor; // Light Reflection Simulation vec2 SpotCoord = QuadCoord; vec3 SpotAddend = GetSpotAddend(SpotCoord, ReflectionAmount) * LightReflectionColor; BaseColor.rgb += SpotAddend * GetNoiseFactor(SpotAddend, random(SpotCoord)); // Round Corners Simulation vec2 RoundCornerCoord = QuadCoord; vec2 RoundCornerBounds = (ScreenCount == 1) ? QuadDims // align corners to quad bounds of a single screen : BaseTargetDims; // align corners to target bounds of multiple screens RoundCornerBounds = SwapXY ? RoundCornerBounds.yx : RoundCornerBounds.xy; float roundCornerFactor = GetBoundsFactor(RoundCornerCoord, RoundCornerBounds, roundCornerAmount, smoothBorderAmount); BaseColor.rgb *= roundCornerFactor; FragColor = BaseColor; }