Files
UnrealEngineUWP/Engine/Shaders/PostProcessHMD.usf
Nick Whiting a59f371e8d #vr Integration of Oculus timewarping and SDK rendering
[CL 2133287 by Nick Whiting in Main branch]
2014-07-03 21:55:37 -04:00

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/************************************************************************************
Copyright : Copyright 2014 Oculus VR, Inc. All Rights reserved.
Licensed under the Oculus VR SDK License Version 2.0 (the "License");
you may not use the Oculus VR SDK except in compliance with the License,
which is provided at the time of installation or download, or which
otherwise accompanies this software in either electronic or hard copy form.
You may obtain a copy of the License at
http://www.oculusvr.com/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, the Oculus VR SDK
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
*************************************************************************************/
/*=============================================================================
PostProcessHMD.usf: PostProcessing shader to distort and chromaab correction
for HMD devices
=============================================================================*/
#include "Common.usf"
#include "PostProcessCommon.usf"
float2 EyeToSrcUVScale;
float2 EyeToSrcUVOffset;
#if USE_TIMEWARP
float4x4 EyeRotationStart;
float4x4 EyeRotationEnd;
float2 TimewarpTexCoord(float2 TexCoord, float4x4 rotMat)
{
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic
// aberration and distortion). These are now "real world" vectors in direction (x,y,1)
// relative to the eye of the HMD. Apply the 3x3 timewarp rotation to these vectors.
float3 transformed = float3( mul ( rotMat, float4(TexCoord.xy, 1, 1) ).xyz);
// Project them back onto the Z=1 plane of the rendered images.
float2 flattened = (transformed.xy / transformed.z);
// Scale them into ([0,0.5],[0,1]) or ([0.5,0],[0,1]) UV lookup space (depending on eye)
return(EyeToSrcUVScale * flattened + EyeToSrcUVOffset);
}
void MainVS(in float2 Position : ATTRIBUTE0, in float2 TexCoord0 : ATTRIBUTE1, in float2 TexCoord1 : ATTRIBUTE2,
in float2 TexCoord2 : ATTRIBUTE3, in float VignetteFactor : ATTRIBUTE4, in float TimewarpFactor : ATTRIBUTE5,
out float4 OutPosition : POSITION, out float4 OutVignetteColor : COLOR0,
out float2 OutTexCoord0 : TEXCOORD0, out float2 OutTexCoord1 : TEXCOORD1, out float2 OutTexCoord2 : TEXCOORD2)
{
float4x4 lerpedEyeRot = lerp(EyeRotationStart, EyeRotationEnd, TimewarpFactor);
OutTexCoord0 = TimewarpTexCoord(TexCoord0, lerpedEyeRot);
OutTexCoord1 = TimewarpTexCoord(TexCoord1, lerpedEyeRot);
OutTexCoord2 = TimewarpTexCoord(TexCoord2, lerpedEyeRot);
OutPosition = float4(Position.xy, 0.5, 1.0);
OutVignetteColor = VignetteFactor;
}
#else
void MainVS(in float2 Position : ATTRIBUTE0, in float2 TexCoord0 : ATTRIBUTE1, in float2 TexCoord1 : ATTRIBUTE2,
in float2 TexCoord2 : ATTRIBUTE3, in float VignetteFactor : ATTRIBUTE4, in float TimewarpFactor : ATTRIBUTE5,
out float4 OutPosition : SV_Position, out float4 OutVignetteColor : COLOR0,
out float2 OutTexCoord0 : TEXCOORD0, out float2 OutTexCoord1 : TEXCOORD1, out float2 OutTexCoord2 : TEXCOORD2)
{
OutPosition.xy = Position.xy;
OutPosition.z = 0.5;
OutPosition.w = 1.0;
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
OutTexCoord0 = TexCoord0 * EyeToSrcUVScale + EyeToSrcUVOffset;
OutTexCoord1 = TexCoord1 * EyeToSrcUVScale + EyeToSrcUVOffset;
OutTexCoord2 = TexCoord2 * EyeToSrcUVScale + EyeToSrcUVOffset;
OutVignetteColor = VignetteFactor; // Used for vignette fade.
}
#endif
void MainPS(in float4 Position : SV_Position, in float4 Color : COLOR0,
in float2 TexCoord0 : TEXCOORD0, in float2 TexCoord1 : TEXCOORD1, in float2 TexCoord2 : TEXCOORD2,
out float4 OutColor : SV_Target0)
{
float ResultR = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, TexCoord0).r;
float ResultG = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, TexCoord1).g;
float ResultB = Texture2DSample(PostprocessInput0, PostprocessInput0Sampler, TexCoord2).b;
OutColor = float4(ResultR * Color.r, ResultG * Color.g, ResultB * Color.b, 1.0);
}