gecko-dev/gfx/layers/d3d11/CompositorD3D11VR.hlsl

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2.3 KiB
HLSL

/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/* These constants should match mozilla:gfx::VRDistortionConstants */
float4 VREyeToSource : register(vs, c0);
float4 VRDestinationScaleAndOffset : register(vs, c1);
/* This is the input undistorted texture */
Texture2D Texture : register(ps, t0);
/* This maps to mozilla::gfx::VRDistortionVertex in gfxVR.h.
* It's shared amongst all of the different rendering types;
* some might not be in use for a particular distortion effect.
*/
struct VS_VR_INPUT {
float2 vPosition : POSITION;
float2 vTexCoord0 : TEXCOORD0;
float2 vTexCoord1 : TEXCOORD1;
float2 vTexCoord2 : TEXCOORD2;
float4 vGenericAttribs : COLOR0;
};
struct VS_VR_OUTPUT {
float4 vPosition : SV_Position;
float3 vTexCoord0 : TEXCOORD0;
float3 vTexCoord1 : TEXCOORD1;
float3 vTexCoord2 : TEXCOORD2;
float4 vGenericAttribs : COLOR;
};
SamplerState Linear
{
Filter = MIN_MAG_MIP_LINEAR;
AddressU = Clamp;
AddressV = Clamp;
};
/*
* Oculus050 basic distortion, with chroma aberration correction
*/
VS_VR_OUTPUT Oculus050VRDistortionVS(const VS_VR_INPUT aVertex)
{
VS_VR_OUTPUT res;
float2 tc0 = aVertex.vTexCoord0 * VREyeToSource.zw + VREyeToSource.xy;
float2 tc1 = aVertex.vTexCoord1 * VREyeToSource.zw + VREyeToSource.xy;
float2 tc2 = aVertex.vTexCoord2 * VREyeToSource.zw + VREyeToSource.xy;
//res.vPosition.xy = aVertex.vPosition.xy;
res.vPosition.xy = aVertex.vPosition.xy * VRDestinationScaleAndOffset.zw + VRDestinationScaleAndOffset.xy;
res.vPosition.zw = float2(0.5, 1.0);
res.vTexCoord0 = float3(tc0, 1);
res.vTexCoord1 = float3(tc1, 1);
res.vTexCoord2 = float3(tc2, 1);
res.vGenericAttribs = aVertex.vGenericAttribs;
return res;
}
float4 Oculus050VRDistortionPS(const VS_VR_OUTPUT aVertex) : SV_Target
{
float resR = Texture.Sample(Linear, aVertex.vTexCoord0.xy).r;
float resG = Texture.Sample(Linear, aVertex.vTexCoord1.xy).g;
float resB = Texture.Sample(Linear, aVertex.vTexCoord2.xy).b;
return float4(resR * aVertex.vGenericAttribs.r,
resG * aVertex.vGenericAttribs.r,
resB * aVertex.vGenericAttribs.r,
1.0);
}