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;
}