quakeforge/libs/video/renderer/vulkan/shader/fisheye.frag

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#version 450
#extension GL_GOOGLE_include_directive : enable
layout (set = 0, binding = 0) uniform
#include "matrices.h"
;
layout (set = 1, binding = 0) uniform samplerCube Input;
layout (push_constant) uniform PushConstants {
float fov;
float aspect;
};
layout (location = 0) in vec2 uv;
layout (location = 0) out vec4 frag_color;
void
main ()
{
// slight offset on y is to avoid the singularity straight ahead
vec2 xy = (2.0 * uv - vec2 (1, 1.00002)) * (vec2(1, -aspect));
float r = sqrt (dot (xy, xy));
vec2 cs = vec2 (cos (r * fov), sin (r * fov));
vec3 dir = vec3 (cs.y * xy / r, cs.x);
vec4 c = texture (Input, dir);
frag_color = c;// * 0.001 + vec4(dir, 1);
}