#[vertex] #version 450 #VERSION_DEFINES layout(push_constant, binding = 0, std140) uniform Pos { vec4 src_rect; 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 = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw; vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * 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 src_rect; 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 }