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Oculus VR (Rift) support
Input device and shaders for supporting the Oculus Rift.
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24 changed files with 3214 additions and 0 deletions
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "shadergen:/autogenConditioners.h"
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#include "../postFx.hlsl"
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#include "../../torque.hlsl"
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uniform sampler2D backBuffer : register(S0);
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uniform float3 LensCenter; // x=Left X, y=Right X, z=Y
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uniform float2 ScreenCenter;
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uniform float2 Scale;
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uniform float2 ScaleIn;
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uniform float4 HmdWarpParam;
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// Scales input texture coordinates for distortion.
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// ScaleIn maps texture coordinates to Scales to ([-1, 1]), although top/bottom will be
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// larger due to aspect ratio.
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float2 HmdWarp(float2 in01, float2 lensCenter)
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{
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float2 theta = (in01 - lensCenter) * ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x * theta.x + theta.y * theta.y;
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float2 theta1 = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
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return lensCenter + Scale * theta1;
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}
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float4 main( PFXVertToPix IN ) : COLOR0
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{
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float2 texCoord;
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float xOffset;
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float2 lensCenter;
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lensCenter.y = LensCenter.z;
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if(IN.uv0.x < 0.5)
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{
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texCoord.x = IN.uv0.x;
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texCoord.y = IN.uv0.y;
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xOffset = 0.0;
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lensCenter.x = LensCenter.x;
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}
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else
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{
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texCoord.x = IN.uv0.x - 0.5;
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texCoord.y = IN.uv0.y;
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xOffset = 0.5;
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lensCenter.x = LensCenter.y;
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}
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float2 tc = HmdWarp(texCoord, lensCenter);
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float4 color;
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if (any(clamp(tc, ScreenCenter-float2(0.25,0.5), ScreenCenter+float2(0.25, 0.5)) - tc))
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{
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color = float4(0,0,0,0);
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}
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else
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{
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tc.x += xOffset;
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color = tex2D(backBuffer, tc);
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}
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return color;
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}
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//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "shadergen:/autogenConditioners.h"
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#include "../postFx.hlsl"
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#include "../../torque.hlsl"
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uniform sampler2D backBuffer : register(S0);
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uniform float2 LensXOffsets;
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float4 main( PFXVertToPix IN ) : COLOR0
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{
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float2 texCoord;
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float xOffset;
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float2 lensCenter;
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lensCenter.y = 0.5;
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if(IN.uv0.x < 0.5)
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{
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texCoord.x = IN.uv0.x;
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texCoord.y = IN.uv0.y;
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xOffset = 0.0;
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lensCenter.x = LensXOffsets.x;
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}
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else
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{
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texCoord.x = IN.uv0.x - 0.5;
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texCoord.y = IN.uv0.y;
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xOffset = 0.5;
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lensCenter.x = LensXOffsets.y;
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}
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texCoord.x *= 2.0;
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texCoord.x += lensCenter.x;
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texCoord.x *= 0.5;
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texCoord.x += 0.25;
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float4 color = tex2D(backBuffer, texCoord);
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return color;
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}
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