diff options
author | Bastiaan Olij <mux213@gmail.com> | 2021-05-11 23:08:38 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2021-05-12 22:52:28 +1000 |
commit | 02980be83443ab685651cec7967f1e939351e55e (patch) | |
tree | b12e6dbf54c96d77075d19cf5e47eb774d99e5d2 /servers/rendering/renderer_rd/shaders | |
parent | 0c693f878147d6c1e1a5fc48a92a40b189c915ad (diff) |
Implementing blit shader with versions
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/blit.glsl | 95 |
1 files changed, 95 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/blit.glsl b/servers/rendering/renderer_rd/shaders/blit.glsl new file mode 100644 index 0000000000..967da1e6e4 --- /dev/null +++ b/servers/rendering/renderer_rd/shaders/blit.glsl @@ -0,0 +1,95 @@ +#[vertex] + +#version 450 + +#VERSION_DEFINES + +layout(push_constant, binding = 0, std140) uniform Pos { + vec4 dst_rect; + + vec2 eye_center; + float k1; + float k2; + + float upscale; + float aspect_ratio; + uint layer; + uint pad1; +} +data; + +layout(location = 0) out vec2 uv; + +void main() { + vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); + uv = base_arr[gl_VertexIndex]; + vec2 vtx = data.dst_rect.xy + uv * data.dst_rect.zw; + gl_Position = vec4(vtx * 2.0 - 1.0, 0.0, 1.0); +} + +#[fragment] + +#version 450 + +#VERSION_DEFINES + +layout(push_constant, binding = 0, std140) uniform Pos { + vec4 dst_rect; + + vec2 eye_center; + float k1; + float k2; + + float upscale; + float aspect_ratio; + uint layer; + uint pad1; +} +data; + +layout(location = 0) in vec2 uv; + +layout(location = 0) out vec4 color; + +#ifdef USE_LAYER +layout(binding = 0) uniform sampler2DArray src_rt; +#else +layout(binding = 0) uniform sampler2D src_rt; +#endif + +void main() { +#ifdef APPLY_LENS_DISTORTION + vec2 coords = uv * 2.0 - 1.0; + vec2 offset = coords - data.eye_center; + + // take aspect ratio into account + offset.y /= data.aspect_ratio; + + // distort + vec2 offset_sq = offset * offset; + float radius_sq = offset_sq.x + offset_sq.y; + float radius_s4 = radius_sq * radius_sq; + float distortion_scale = 1.0 + (data.k1 * radius_sq) + (data.k2 * radius_s4); + offset *= distortion_scale; + + // reapply aspect ratio + offset.y *= data.aspect_ratio; + + // add our eye center back in + coords = offset + data.eye_center; + coords /= data.upscale; + + // and check our color + if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { + color = vec4(0.0, 0.0, 0.0, 1.0); + } else { + // layer is always used here + coords = (coords + vec2(1.0)) / vec2(2.0); + color = texture(src_rt, vec3(coords, data.layer)); + } +#elif defined(USE_LAYER) + color = texture(src_rt, vec3(uv, data.layer)); +#else + color = texture(src_rt, uv); +#endif +} |