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74 lines
2.7 KiB
Text
74 lines
2.7 KiB
Text
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#include "global.inc"
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/*
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This shader will cover a square block of pixel coordinates, but some of them might
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be scissored off if the edges of the screen or the midpoint divider are visible through
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the optics.
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*/
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uniform sampler2D samp0 : register(s0);
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struct PS_IN {
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vec4 texcoord0 : TEXCOORD0_centroid;
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};
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struct PS_OUT {
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float4 color : COLOR;
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};
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void main( PS_IN fragment, out PS_OUT result ) {
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const float screenWarp_range = 1.45;
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const vec2 warpCenter = vec2( 0.5, 0.5 );
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vec2 centeredTexcoord = fragment.texcoord0.xy - warpCenter;
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float radialLength = length( centeredTexcoord );
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vec2 radialDir = normalize( centeredTexcoord );
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// get it down into the 0 - PI/2 range
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float range = screenWarp_range;
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float scaledRadialLength = radialLength * range;
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float tanScaled = tan( scaledRadialLength );
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float rescaleValue = tan( 0.5 * range );
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// If radialLength was 0.5, we want rescaled to also come out
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// as 0.5, so the edges of the rendered image are at the edges
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// of the warped image.
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float rescaled = tanScaled / rescaleValue;
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vec2 warped = warpCenter + vec2( 0.5, 0.5 ) * radialDir * rescaled;
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result.color = tex2D( samp0, warped );
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}
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