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/************************************************************************************

Filename    :   DistortionTimewarpChroma_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.

************************************************************************************/

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 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.
}