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https://github.com/ZDoom/gzdoom-gles.git
synced 2024-11-24 21:21:04 +00:00
Fix aspect ratio and texture clipping in lens shader
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6b9529d70f
commit
6fc7596d52
4 changed files with 28 additions and 9 deletions
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@ -98,9 +98,9 @@ CUSTOM_CVAR(Int, gl_bloom_kernel_size, 7, 0)
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CVAR(Bool, gl_lens, false, CVAR_ARCHIVE | CVAR_GLOBALCONFIG)
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CVAR(Float, gl_lens_k, -0.15f, 0)
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CVAR(Float, gl_lens_kcube, 0.15f, 0)
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CVAR(Float, gl_lens_chromatic, 1.2f, 0)
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CVAR(Float, gl_lens_k, -0.12f, 0)
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CVAR(Float, gl_lens_kcube, 0.1f, 0)
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CVAR(Float, gl_lens_chromatic, 1.12f, 0)
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EXTERN_CVAR(Float, vid_brightness)
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EXTERN_CVAR(Float, vid_contrast)
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@ -310,12 +310,24 @@ void FGLRenderer::LensDistortScene()
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0.0f
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};
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float aspect = mOutputViewport.width / mOutputViewport.height;
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// Scale factor to keep sampling within the input texture
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float r2 = aspect * aspect * 0.25 + 0.25f;
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float sqrt_r2 = sqrt(r2);
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float f0 = 1.0f + MAX(r2 * (k[0] + kcube[0] * sqrt_r2), 0.0f);
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float f2 = 1.0f + MAX(r2 * (k[2] + kcube[2] * sqrt_r2), 0.0f);
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float f = MAX(f0, f2);
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float scale = 1.0f / f;
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mBuffers->BindHudFB();
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mBuffers->BindSceneTexture(0);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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mLensShader->Bind();
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mLensShader->InputTexture.Set(0);
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mLensShader->AspectRatio.Set(aspect);
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mLensShader->Scale.Set(scale);
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mLensShader->LensDistortionCoefficient.Set(k);
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mLensShader->CubicDistortionValue.Set(kcube);
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mVBO->BindVBO();
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@ -59,6 +59,8 @@ void FLensShader::Bind()
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mShader.Link("shaders/glsl/lensdistortion");
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mShader.SetAttribLocation(0, "PositionInProjection");
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InputTexture.Init(mShader, "InputTexture");
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AspectRatio.Init(mShader, "Aspect");
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Scale.Init(mShader, "Scale");
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LensDistortionCoefficient.Init(mShader, "k");
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CubicDistortionValue.Init(mShader, "kcube");
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}
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@ -9,6 +9,8 @@ public:
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void Bind();
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FBufferedUniform1i InputTexture;
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FBufferedUniform1f AspectRatio;
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FBufferedUniform1f Scale;
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FBufferedUniform4f LensDistortionCoefficient;
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FBufferedUniform4f CubicDistortionValue;
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@ -33,18 +33,21 @@ in vec2 TexCoord;
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out vec4 FragColor;
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uniform sampler2D InputTexture;
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uniform float Aspect; // image width/height
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uniform float Scale; // 1/max(f)
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uniform vec4 k; // lens distortion coefficient
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uniform vec4 kcube; // cubic distortion value
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void main()
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{
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vec2 position = TexCoord - vec2(0.5);
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vec2 position = (TexCoord - vec2(0.5));
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float r2 = dot(position, position);
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vec2 p = vec2(position.x * Aspect, position.y);
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float r2 = dot(p, p);
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vec3 f = vec3(1.0) + r2 * (k.rgb + kcube.rgb * sqrt(r2));
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vec3 x = f * position.x + 0.5;
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vec3 y = f * position.y + 0.5;
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vec3 x = f * position.x * Scale + 0.5;
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vec3 y = f * position.y * Scale + 0.5;
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vec3 c;
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c.r = texture(InputTexture, vec2(x.r, y.r)).r;
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