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https://github.com/italicsjenga/slang-shaders.git
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102 lines
2.5 KiB
Plaintext
102 lines
2.5 KiB
Plaintext
#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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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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