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https://github.com/ZDoom/qzdoom.git
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ce50b0e46b
Works for most shaders, except SSAO.
54 lines
1.7 KiB
GLSL
54 lines
1.7 KiB
GLSL
/*
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Original Lens Distortion Algorithm from SSontech
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http://www.ssontech.com/content/lensalg.htm
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If (u,v) are the coordinates of a feature in the undistorted perfect
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image plane, then (u', v') are the coordinates of the feature on the
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distorted image plate, ie the scanned or captured image from the
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camera. The distortion occurs radially away from the image center,
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with correction for the image aspect ratio (image_aspect = physical
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image width/height), as follows:
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r2 = image_aspect*image_aspect*u*u + v*v
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f = 1 + r2*(k + kcube*sqrt(r2))
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u' = f*u
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v' = f*v
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The constant k is the distortion coefficient that appears on the lens
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panel and through Sizzle. It is generally a small positive or negative
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number under 1%. The constant kcube is the cubic distortion value found
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on the image preprocessor's lens panel: it can be used to undistort or
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redistort images, but it does not affect or get computed by the solver.
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When no cubic distortion is needed, neither is the square root, saving
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time.
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Chromatic Aberration example,
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using red distord channel with green and blue undistord channel:
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k = vec3(-0.15, 0.0, 0.0);
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kcube = vec3(0.15, 0.0, 0.0);
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*/
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in vec2 TexCoord;
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layout(location=0) out vec4 FragColor;
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layout(binding=0) uniform sampler2D InputTexture;
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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 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 * 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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c.g = texture(InputTexture, vec2(x.g, y.g)).g;
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c.b = texture(InputTexture, vec2(x.b, y.b)).b;
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FragColor = vec4(c, 1.0);
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}
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