mirror of
https://github.com/italicsjenga/slang-shaders.git
synced 2024-11-23 08:11:29 +11:00
173 lines
4.8 KiB
Plaintext
173 lines
4.8 KiB
Plaintext
#version 450
|
|
|
|
/*
|
|
/// 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);
|
|
}
|