mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-21 20:01:13 +00:00
75 lines
2.7 KiB
Text
75 lines
2.7 KiB
Text
|
/*
|
||
|
===========================================================================
|
||
|
|
||
|
Doom 3 BFG Edition GPL Source Code
|
||
|
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
|
||
|
|
||
|
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
|
||
|
|
||
|
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
|
||
|
it under the terms of the GNU General Public License as published by
|
||
|
the Free Software Foundation, either version 3 of the License, or
|
||
|
(at your option) any later version.
|
||
|
|
||
|
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
|
||
|
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||
|
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||
|
GNU General Public License for more details.
|
||
|
|
||
|
You should have received a copy of the GNU General Public License
|
||
|
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
|
||
|
|
||
|
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
|
||
|
|
||
|
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
|
||
|
|
||
|
===========================================================================
|
||
|
*/
|
||
|
|
||
|
#include "global.inc"
|
||
|
|
||
|
/*
|
||
|
|
||
|
This shader will cover a square block of pixel coordinates, but some of them might
|
||
|
be scissored off if the edges of the screen or the midpoint divider are visible through
|
||
|
the optics.
|
||
|
|
||
|
*/
|
||
|
|
||
|
uniform sampler2D samp0 : register(s0);
|
||
|
|
||
|
struct PS_IN {
|
||
|
vec4 texcoord0 : TEXCOORD0_centroid;
|
||
|
};
|
||
|
|
||
|
|
||
|
struct PS_OUT {
|
||
|
float4 color : COLOR;
|
||
|
};
|
||
|
|
||
|
void main( PS_IN fragment, out PS_OUT result ) {
|
||
|
const float screenWarp_range = 1.45;
|
||
|
|
||
|
const vec2 warpCenter = vec2( 0.5, 0.5 );
|
||
|
vec2 centeredTexcoord = fragment.texcoord0.xy - warpCenter;
|
||
|
|
||
|
float radialLength = length( centeredTexcoord );
|
||
|
vec2 radialDir = normalize( centeredTexcoord );
|
||
|
|
||
|
// get it down into the 0 - PI/2 range
|
||
|
float range = screenWarp_range;
|
||
|
float scaledRadialLength = radialLength * range;
|
||
|
float tanScaled = tan( scaledRadialLength );
|
||
|
|
||
|
float rescaleValue = tan( 0.5 * range );
|
||
|
|
||
|
// If radialLength was 0.5, we want rescaled to also come out
|
||
|
// as 0.5, so the edges of the rendered image are at the edges
|
||
|
// of the warped image.
|
||
|
float rescaled = tanScaled / rescaleValue;
|
||
|
|
||
|
vec2 warped = warpCenter + vec2( 0.5, 0.5 ) * radialDir * rescaled;
|
||
|
|
||
|
result.color = tex2D( samp0, warped );
|
||
|
}
|