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diff --git a/LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.vsh b/LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.vsh
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index 9650b7e..0000000
--- a/LibOVR/Src/CAPI/Shaders/DistortionTimewarpChroma_vs.vsh
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-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.
-}