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UnrealEngineUWP/Engine/Shaders/PostProcessHMD.usf
Mark Satterthwaite 2af318aa12 Delete extraneous MainVS left-over from recent merge that was causing hlslcc to fail.
#codereview michael.trepka, nick.whiting

[CL 2094271 by Mark Satterthwaite in Main branch]
2014-06-04 07:00:26 -04:00

62 lines
2.7 KiB
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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"
#if USE_TIMEWARP
#else
float2 EyeToSrcUVScale;
float2 EyeToSrcUVOffset;
void MainVS(in float2 Position : ATTRIBUTE0, in float2 TexCoord0 : ATTRIBUTE1, in float2 TexCoord1 : ATTRIBUTE2, in float2 TexCoord2 : ATTRIBUTE3, in float4 Color : ATTRIBUTE4,
out float4 OutPosition : SV_Position, out float4 OutColor : COLOR,
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;
OutColor = Color; // Used for vignette fade.
}
void MainPS(in float4 Position : SV_Position, in float4 Color : COLOR,
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);
}
#endif