Files
noahbackus 9d30169a8d
Some checks failed
🔗 GHA / 📊 Static checks (push) Has been cancelled
🔗 GHA / 🤖 Android (push) Has been cancelled
🔗 GHA / 🍏 iOS (push) Has been cancelled
🔗 GHA / 🐧 Linux (push) Has been cancelled
🔗 GHA / 🍎 macOS (push) Has been cancelled
🔗 GHA / 🏁 Windows (push) Has been cancelled
🔗 GHA / 🌐 Web (push) Has been cancelled
initial commit, 4.5 stable
2025-09-16 20:46:46 -04:00

152 lines
4.1 KiB
GLSL

#[vertex]
#version 450
#VERSION_DEFINES
layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;
float rotation_sin;
float rotation_cos;
vec2 eye_center;
float k1;
float k2;
float upscale;
float aspect_ratio;
uint layer;
bool convert_to_srgb;
bool use_debanding;
float pad;
}
data;
layout(location = 0) out vec2 uv;
void main() {
mat4 swapchain_transform = mat4(1.0);
swapchain_transform[0][0] = data.rotation_cos;
swapchain_transform[0][1] = -data.rotation_sin;
swapchain_transform[1][0] = data.rotation_sin;
swapchain_transform[1][1] = data.rotation_cos;
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 = swapchain_transform * vec4(vtx * 2.0 - 1.0, 0.0, 1.0);
}
#[fragment]
#version 450
#VERSION_DEFINES
layout(push_constant, std140) uniform Pos {
vec4 src_rect;
vec4 dst_rect;
float rotation_sin;
float rotation_cos;
vec2 eye_center;
float k1;
float k2;
float upscale;
float aspect_ratio;
uint layer;
bool convert_to_srgb;
bool use_debanding;
float pad;
}
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
vec3 linear_to_srgb(vec3 color) {
const vec3 a = vec3(0.055f);
return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f)));
}
// From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).
// This dithering must be applied after encoding changes (linear/nonlinear) have been applied
// as the final step before quantization from floating point to integer values.
vec3 screen_space_dither(vec2 frag_coord) {
// Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR.
// Removed the time component to avoid passing time into this shader.
vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
// Subtract 0.5 to avoid slightly brightening the whole viewport.
// Use a dither strength of 100% rather than the 37.5% suggested by the original source.
// Divide by 255 to align to 8-bit quantization.
return (dither.rgb - 0.5) / 255.0;
}
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
if (data.convert_to_srgb) {
color.rgb = linear_to_srgb(color.rgb); // Regular linear -> SRGB conversion.
// Even if debanding was applied earlier in the rendering process, it must
// be reapplied after the linear_to_srgb floating point operations.
// When the linear_to_srgb operation was not performed, the source is
// already an 8-bit format and debanding cannot be effective. In this
// case, GPU driver rounding error can add noise so debanding should be
// skipped entirely.
if (data.use_debanding) {
color.rgb += screen_space_dither(gl_FragCoord.xy);
}
color.rgb = clamp(color.rgb, vec3(0.0), vec3(1.0));
}
}