/* =========================================================================== 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 . 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 "renderprogs/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 ); }