Team Fortress 2 Source Code as on 22/4/2020
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// DYNAMIC: "DISTORT_TYPE" "0..2"
#include "shader_constant_register_map.h" #include "common_ps_fxc.h"
sampler BaseTextureSampler : register( s0 );
// Faster, but less readable maths. #define OPTIMISED 1
const float4 g_vWarpParms0 : register( c0 ); #if OPTIMISED #define stereo_distortion_ScaleX g_vWarpParms0.x #define stereo_distortion_OffsetX g_vWarpParms0.y #define stereo_distortion_ScaleY g_vWarpParms0.z #define stereo_distortion_OffsetY g_vWarpParms0.w #else #define stereo_distortion_grow_outside g_vWarpParms0.x #define stereo_distortion_grow_inside g_vWarpParms0.y #define stereo_distortion_grow_above g_vWarpParms0.z #define stereo_distortion_grow_below g_vWarpParms0.w #endif
const float4 g_vWarpParms1 : register( c1 ); #define distortion_l_centre g_vWarpParms1.xy #define distortion_r_centre g_vWarpParms1.zw
const float4 g_vWarpParms2 : register( c2 ); #define distortion_l_coeff0 g_vWarpParms2.x #define distortion_l_coeff1 g_vWarpParms2.y #define distortion_l_coeff2 g_vWarpParms2.z #define distortion_red_coeff0delta g_vWarpParms2.w
const float4 g_vWarpParms3 : register( c3 ); #define distortion_r_coeff0 g_vWarpParms3.x #define distortion_r_coeff1 g_vWarpParms3.y #define distortion_r_coeff2 g_vWarpParms3.z #define distortion_blue_coeff0delta g_vWarpParms3.w
const float4 g_vWarpParms4 : register( c4 ); #define aspect_height_over_width_t2 g_vWarpParms4.x
struct PS_INPUT { float2 vBaseTexCoord : TEXCOORD0; };
float4 main( PS_INPUT i ) : COLOR { float2 vOriginal = i.vBaseTexCoord.xy; float BaseX;
float2 centre; float dcoeff0; float dcoeff1; float dcoeff2;
#if OPTIMISED float stereo_distortion_OffsetX_Corrected; #else float stereo_distortion_grow_left; float stereo_distortion_grow_right; #endif
if ( vOriginal.x < 0.5 ) { BaseX = 0.25; #if OPTIMISED stereo_distortion_OffsetX_Corrected = stereo_distortion_OffsetX; #else stereo_distortion_grow_left = stereo_distortion_grow_outside; stereo_distortion_grow_right = stereo_distortion_grow_inside; #endif
centre = distortion_l_centre; dcoeff0 = distortion_l_coeff0; dcoeff1 = distortion_l_coeff1; dcoeff2 = distortion_l_coeff2; } else { BaseX = 0.75; #if OPTIMISED stereo_distortion_OffsetX_Corrected = -stereo_distortion_OffsetX; #else stereo_distortion_grow_left = stereo_distortion_grow_inside; stereo_distortion_grow_right = stereo_distortion_grow_outside; #endif
centre = distortion_r_centre; dcoeff0 = distortion_r_coeff0; dcoeff1 = distortion_r_coeff1; dcoeff2 = distortion_r_coeff2; }
float fLocalAspectHeightOverWidthTimes2 = aspect_height_over_width_t2;
float2 Delta; Delta.x = ( vOriginal.x - BaseX ) * 4.0; Delta.y = ( vOriginal.y - 0.5 ) * fLocalAspectHeightOverWidthTimes2;
// Delta now runs from -1.0 to +1.0, i.e. NDC, of the right/left destination (i.e. left/right half of the rendertarget). // Vertically, it has the same scale in pixels as horizontally, but because the aspect ratio is usually not 1:1, the range may be larger or smaller than [-1,+1]
// Offset by the calibration center. Delta -= centre;
float r2 = Delta.x * Delta.x + Delta.y * Delta.y;
// case DISTORT_DPOLY3: // { // T rdistortion = T(1.0) / (T(1.0) + r2 * (T(dcoeff[0]) + r2 * (T(dcoeff[1]) + r2 * T(dcoeff[2])))); // xp = xp*rdistortion; // yp = yp*rdistortion; // } // break;
float rdistortion_r = 1.0; float rdistortion_g = 1.0; float rdistortion_b = 1.0; #if ( DISTORT_TYPE == 1 ) { rdistortion_r = 1.0 / (1.0 + r2 * ((dcoeff0+distortion_red_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2))); rdistortion_g = 1.0 / (1.0 + r2 * ( dcoeff0 + r2 * (dcoeff1 + r2 * dcoeff2))); rdistortion_b = 1.0 / (1.0 + r2 * ((dcoeff0+distortion_blue_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2))); } #elif ( DISTORT_TYPE == 2 ) { rdistortion_r = (1.0 + r2 * ((dcoeff0+distortion_red_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2))); rdistortion_g = (1.0 + r2 * ( dcoeff0 + r2 * (dcoeff1 + r2 * dcoeff2))); rdistortion_b = (1.0 + r2 * ((dcoeff0+distortion_blue_coeff0delta) + r2 * (dcoeff1 + r2 * dcoeff2))); } #endif
float2 DeltaR = Delta * rdistortion_r; float2 DeltaG = Delta * rdistortion_g; float2 DeltaB = Delta * rdistortion_b;
// Offset back from the calibration center. DeltaR += centre; DeltaG += centre; DeltaB += centre;
float inv_aspect = 2.0 / fLocalAspectHeightOverWidthTimes2;
#if OPTIMISED
float stereo_distortion_ScaleY_corrected = stereo_distortion_ScaleY * inv_aspect;
DeltaR.x = DeltaR.x * stereo_distortion_ScaleX + stereo_distortion_OffsetX_Corrected; DeltaR.y = DeltaR.y * stereo_distortion_ScaleY_corrected + stereo_distortion_OffsetY; DeltaG.x = DeltaG.x * stereo_distortion_ScaleX + stereo_distortion_OffsetX_Corrected; DeltaG.y = DeltaG.y * stereo_distortion_ScaleY_corrected + stereo_distortion_OffsetY; DeltaB.x = DeltaB.x * stereo_distortion_ScaleX + stereo_distortion_OffsetX_Corrected; DeltaB.y = DeltaB.y * stereo_distortion_ScaleY_corrected + stereo_distortion_OffsetY;
#else
// This is now in NDC of the left/right half of the source, if there was no distortion growth. // So now include the growth. float ScaleX = 2.0f / ( stereo_distortion_grow_left + stereo_distortion_grow_right + 2.0f ); float ScaleY = 2.0f / ( stereo_distortion_grow_above + stereo_distortion_grow_below + 2.0f ); float OffsetX = ( stereo_distortion_grow_left - stereo_distortion_grow_right ) * ScaleX * 0.5; float OffsetY = ( stereo_distortion_grow_above - stereo_distortion_grow_below ) * ScaleY * 0.5;
ScaleY *= inv_aspect;
DeltaR.x = DeltaR.x * ScaleX + OffsetX; DeltaR.y = DeltaR.y * ScaleY + OffsetY; DeltaG.x = DeltaG.x * ScaleX + OffsetX; DeltaG.y = DeltaG.y * ScaleY + OffsetY; DeltaB.x = DeltaB.x * ScaleX + OffsetX; DeltaB.y = DeltaB.y * ScaleY + OffsetY;
#endif // Now convert back to useful texcoords. float2 PixPosR, PixPosG, PixPosB; PixPosR.x = DeltaR.x * 0.25 + BaseX; PixPosR.y = DeltaR.y * 0.5 + 0.5; PixPosG.x = DeltaG.x * 0.25 + BaseX; PixPosG.y = DeltaG.y * 0.5 + 0.5; PixPosB.x = DeltaB.x * 0.25 + BaseX; PixPosB.y = DeltaB.y * 0.5 + 0.5;
float4 vFinal = 0.0; if ( ( DeltaG.x > -1.0 ) && ( DeltaG.y > -1.0 ) && ( DeltaG.x < 1.0 ) && ( DeltaG.y < 1.0 ) ) { vFinal.r = tex2D( BaseTextureSampler, PixPosR ).r; vFinal.g = tex2D( BaseTextureSampler, PixPosG ).g; vFinal.b = tex2D( BaseTextureSampler, PixPosB ).b; }
#if 0 // useful for checking where the center of distortion is. if ( ( r2 > 0.45*0.45 ) && ( r2 < 0.55*0.55 ) ) { vFinal.g = 0.0; } #endif
return vFinal; }
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