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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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+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.
+}