diff options
Diffstat (limited to 'LibOVR/Src/CAPI/D3D1X/Shaders/DistortionChroma_vs.vsh')
-rw-r--r-- | LibOVR/Src/CAPI/D3D1X/Shaders/DistortionChroma_vs.vsh | 53 |
1 files changed, 53 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/D3D1X/Shaders/DistortionChroma_vs.vsh b/LibOVR/Src/CAPI/D3D1X/Shaders/DistortionChroma_vs.vsh new file mode 100644 index 0000000..bc35262 --- /dev/null +++ b/LibOVR/Src/CAPI/D3D1X/Shaders/DistortionChroma_vs.vsh @@ -0,0 +1,53 @@ +/************************************************************************************
+
+Filename : DistortionChroma_vs.vsh
+
+Copyright : Copyright 2014 Oculus VR, LLC All Rights reserved.
+
+Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License");
+you may not use the Oculus VR Rift SDK except in compliance with the License,
+which is provided at the time of installation or download, or which
+otherwise accompanies this software in either electronic or hard copy form.
+
+You may obtain a copy of the License at
+
+http://www.oculusvr.com/licenses/LICENSE-3.2
+
+Unless required by applicable law or agreed to in writing, the Oculus VR SDK
+distributed under the License is distributed on an "AS IS" BASIS,
+WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+See the License for the specific language governing permissions and
+limitations under the License.
+
+************************************************************************************/
+
+float2 EyeToSourceUVScale;
+float2 EyeToSourceUVOffset;
+
+void main(in float2 Position : POSITION,
+ in float4 Color : COLOR0,
+ in float2 TexCoord0 : TEXCOORD0,
+ in float2 TexCoord1 : TEXCOORD1,
+ in float2 TexCoord2 : TEXCOORD2,
+ out float4 oPosition : SV_Position,
+ out float1 oColor : COLOR,
+ out float2 oTexCoord0 : TEXCOORD0,
+ out float2 oTexCoord1 : TEXCOORD1,
+ out float2 oTexCoord2 : TEXCOORD2)
+{
+ oPosition.x = Position.x;
+ oPosition.y = Position.y;
+ oPosition.z = 0.5;
+ oPosition.w = 1.0;
+
+ // Scale them into UV lookup space
+ float2 tc0scaled = EyeToSourceUVScale * TexCoord0 + EyeToSourceUVOffset;
+ float2 tc1scaled = EyeToSourceUVScale * TexCoord1 + EyeToSourceUVOffset;
+ float2 tc2scaled = EyeToSourceUVScale * TexCoord2 + EyeToSourceUVOffset;
+
+ oTexCoord0 = tc0scaled; // R sample.
+ oTexCoord1 = tc1scaled; // G sample.
+ oTexCoord2 = tc2scaled; // B sample.
+ oColor = Color.r; // Used for vignette fade.
+}
+
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