mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-04-27 07:15:37 +00:00
60 lines
No EOL
2.3 KiB
HLSL
60 lines
No EOL
2.3 KiB
HLSL
//-----------------------------------------------------------------------------
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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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// Based on 'Cubic Lens Distortion HLSL Shader' by François Tarlier
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// www.francois-tarlier.com/blog/index.php/2009/11/cubic-lens-distortion-shader
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#include "./postFx.hlsl"
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#include "./../torque.hlsl"
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TORQUE_UNIFORM_SAMPLER2D(backBuffer, 0);
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uniform float distCoeff;
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uniform float cubeDistort;
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uniform float3 colorDistort;
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float4 main( PFXVertToPix IN ) : TORQUE_TARGET0
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{
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float2 tex = IN.uv0;
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float f = 0;
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float r2 = (tex.x - 0.5) * (tex.x - 0.5) + (tex.y - 0.5) * (tex.y - 0.5);
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// Only compute the cubic distortion if necessary.
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if ( cubeDistort == 0.0 )
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f = 1 + r2 * distCoeff;
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else
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f = 1 + r2 * (distCoeff + cubeDistort * sqrt(r2));
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// Distort each color channel seperately to get a chromatic distortion effect.
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float3 outColor;
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float3 distort = f.xxx + colorDistort;
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for ( int i=0; i < 3; i++ )
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{
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float x = distort[i] * ( tex.x - 0.5 ) + 0.5;
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float y = distort[i] * ( tex.y - 0.5 ) + 0.5;
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outColor[i] = TORQUE_TEX2DLOD( backBuffer, float4(x,y,0,0) )[i];
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}
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return float4( outColor.rgb, 1 );
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} |