qzdoom/wadsrc/static/shaders/glsl/lensdistortion.fp
2016-08-04 15:47:15 +02:00

58 lines
1.8 KiB
GLSL

/*
Original Lens Distortion Algorithm from SSontech
http://www.ssontech.com/content/lensalg.htm
If (u,v) are the coordinates of a feature in the undistorted perfect
image plane, then (u', v') are the coordinates of the feature on the
distorted image plate, ie the scanned or captured image from the
camera. The distortion occurs radially away from the image center,
with correction for the image aspect ratio (image_aspect = physical
image width/height), as follows:
r2 = image_aspect*image_aspect*u*u + v*v
f = 1 + r2*(k + kcube*sqrt(r2))
u' = f*u
v' = f*v
The constant k is the distortion coefficient that appears on the lens
panel and through Sizzle. It is generally a small positive or negative
number under 1%. The constant kcube is the cubic distortion value found
on the image preprocessor's lens panel: it can be used to undistort or
redistort images, but it does not affect or get computed by the solver.
When no cubic distortion is needed, neither is the square root, saving
time.
Chromatic Aberration example,
using red distord channel with green and blue undistord channel:
k = vec3(-0.15, 0.0, 0.0);
kcube = vec3(0.15, 0.0, 0.0);
*/
in vec2 TexCoord;
out vec4 FragColor;
uniform sampler2D InputTexture;
uniform float Aspect; // image width/height
uniform float Scale; // 1/max(f)
uniform vec4 k; // lens distortion coefficient
uniform vec4 kcube; // cubic distortion value
void main()
{
vec2 position = (TexCoord - vec2(0.5));
vec2 p = vec2(position.x * Aspect, position.y);
float r2 = dot(p, p);
vec3 f = vec3(1.0) + r2 * (k.rgb + kcube.rgb * sqrt(r2));
vec3 x = f * position.x * Scale + 0.5;
vec3 y = f * position.y * Scale + 0.5;
vec3 c;
c.r = texture(InputTexture, vec2(x.r, y.r)).r;
c.g = texture(InputTexture, vec2(x.g, y.g)).g;
c.b = texture(InputTexture, vec2(x.b, y.b)).b;
FragColor = vec4(c, 1.0);
}