/************************************************************************************ Filename : DistortionPositionTimewarpChroma_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. ************************************************************************************/ Texture2DMS DepthTexture1x : register(t0); Texture2DMS DepthTexture2x : register(t1); Texture2DMS DepthTexture4x : register(t2); float depthMsaaSamples = -1.0; // -1 means it's disabled float2 EyeToSourceUVScale; float2 EyeToSourceUVOffset; float4x4 EyeRotationStart; float4x4 EyeRotationEnd; // DepthProjector values can also be calculated as: // float DepthProjectorX = FarClip / (FarClip - NearClip); // float DepthProjectorY = (-FarClip * NearClip) / (FarClip - NearClip); float2 DepthProjector; float2 DepthDimSize; float4 PositionFromDepth(float2 inTexCoord) { float2 eyeToSourceTexCoord = inTexCoord * EyeToSourceUVScale + EyeToSourceUVOffset; float linearDepth = 1.0; if(depthMsaaSamples > 0.0) { float depth; if(depthMsaaSamples <= 1.5) depth = DepthTexture1x.Load(int2(eyeToSourceTexCoord * DepthDimSize), 0).x; else if(depthMsaaSamples <= 2.5) depth = DepthTexture2x.Load(int2(eyeToSourceTexCoord * DepthDimSize), 0).x; else depth = DepthTexture4x.Load(int2(eyeToSourceTexCoord * DepthDimSize), 0).x; linearDepth = DepthProjector.y / (depth - DepthProjector.x); } float4 retVal = float4(inTexCoord, 1, 1); retVal.xyz *= linearDepth; return retVal; } 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. float4 inputPos = PositionFromDepth(inTexCoord); float3 transformed = float3( mul ( rotMat, inputPos ).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 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; float timewarpLerpFactor = Color.a; float4x4 lerpedEyeRot = lerp(EyeRotationStart, EyeRotationEnd, timewarpLerpFactor); // warped positions are a bit more involved, hence a separate function oTexCoord0 = TimewarpTexCoordToWarpedPos(TexCoord0, lerpedEyeRot); oTexCoord1 = TimewarpTexCoordToWarpedPos(TexCoord1, lerpedEyeRot); oTexCoord2 = TimewarpTexCoordToWarpedPos(TexCoord2, lerpedEyeRot); oColor = Color.r; // Used for vignette fade. }