diff options
Diffstat (limited to 'LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.vsh')
-rw-r--r-- | LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.vsh | 54 |
1 files changed, 30 insertions, 24 deletions
diff --git a/LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.vsh b/LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.vsh index 6e11647..40d98db 100644 --- a/LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.vsh +++ b/LibOVR/Src/CAPI/Shaders/DistortionChroma_vs.vsh @@ -1,24 +1,30 @@ -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 float4 oColor : COLOR, out float3 oTexCoord0 : TEXCOORD0, - out float3 oTexCoord1 : TEXCOORD1, out float3 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 = float3(tc0scaled, 1); // R sample. - oTexCoord1 = float3(tc1scaled, 1); // G sample. - oTexCoord2 = float3(tc2scaled, 1); // B sample. - oColor = Color; // Used for vignette fade. -} - +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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