diff options
Diffstat (limited to 'LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.vsh')
-rw-r--r-- | LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.vsh | 40 |
1 files changed, 40 insertions, 0 deletions
diff --git a/LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.vsh b/LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.vsh new file mode 100644 index 0000000..d629ddd --- /dev/null +++ b/LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.vsh @@ -0,0 +1,40 @@ +float2 EyeToSourceUVScale; +float2 EyeToSourceUVOffset; +float4x4 EyeRotationStart; +float4x4 EyeRotationEnd; + +float2 TimewarpTexCoordToWarpedPos(float2 inTexCoord, float4x4 rotMat) +{ + // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). + // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD. + // Apply the 3x3 timewarp rotation to these vectors. + float3 transformed = float3( mul ( rotMat, float4(inTexCoord.xy, 1, 1) ).xyz); + // Project them back onto the Z=1 plane of the rendered images. + float2 flattened = transformed.xy / transformed.z; + // Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye) + return flattened * EyeToSourceUVScale + 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; + + float timewarpLerpFactor = Color.a; + float4x4 lerpedEyeRot = lerp(EyeRotationStart, EyeRotationEnd, timewarpLerpFactor); + //" float4x4 lerpedEyeRot = EyeRotationStart; + + // warped positions are a bit more involved, hence a separate function + oTexCoord0 = float3(TimewarpTexCoordToWarpedPos(TexCoord0, lerpedEyeRot), 1); + oTexCoord1 = float3(TimewarpTexCoordToWarpedPos(TexCoord1, lerpedEyeRot), 1); + oTexCoord2 = float3(TimewarpTexCoordToWarpedPos(TexCoord2, lerpedEyeRot), 1); + + oColor = Color.r; // Used for vignette fade. +} |