DOOM-3-BFG

DOOM 3 BFG Edition
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stereoWarp.pixel (2796B)


      1 /*
      2 ===========================================================================
      3 
      4 Doom 3 BFG Edition GPL Source Code
      5 Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. 
      6 
      7 This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").  
      8 
      9 Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
     10 it under the terms of the GNU General Public License as published by
     11 the Free Software Foundation, either version 3 of the License, or
     12 (at your option) any later version.
     13 
     14 Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
     15 but WITHOUT ANY WARRANTY; without even the implied warranty of
     16 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
     17 GNU General Public License for more details.
     18 
     19 You should have received a copy of the GNU General Public License
     20 along with Doom 3 BFG Edition Source Code.  If not, see <http://www.gnu.org/licenses/>.
     21 
     22 In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code.  If not, please request a copy in writing from id Software at the address below.
     23 
     24 If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
     25 
     26 ===========================================================================
     27 */
     28 
     29 #include "global.inc"
     30 
     31 /*
     32 
     33 This shader will cover a square block of pixel coordinates, but some of them might
     34 be scissored off if the edges of the screen or the midpoint divider are visible through
     35 the optics.
     36 
     37 */
     38 
     39 uniform sampler2D samp0 : register(s0);
     40 
     41 struct PS_IN {
     42 	vec4 texcoord0	: TEXCOORD0_centroid;
     43 };
     44 
     45 
     46 struct PS_OUT {
     47 	float4 color : COLOR;
     48 };
     49 
     50 void main( PS_IN fragment, out PS_OUT result ) {
     51     const float screenWarp_range   = 1.45;
     52 
     53     const vec2    warpCenter = vec2( 0.5, 0.5 );
     54     vec2    centeredTexcoord = fragment.texcoord0.xy - warpCenter;
     55 
     56 	float	radialLength = length( centeredTexcoord );
     57 	vec2	radialDir = normalize( centeredTexcoord );
     58 
     59 	// get it down into the 0 - PI/2 range
     60 	float	range = screenWarp_range;
     61 	float	scaledRadialLength = radialLength * range;
     62 	float	tanScaled = tan( scaledRadialLength );
     63 
     64     float   rescaleValue = tan( 0.5 * range );
     65 
     66     // If radialLength was 0.5, we want rescaled to also come out
     67     // as 0.5, so the edges of the rendered image are at the edges
     68     // of the warped image.
     69 	float	rescaled = tanScaled / rescaleValue;
     70 
     71     vec2	warped = warpCenter + vec2( 0.5, 0.5 ) * radialDir * rescaled;
     72 
     73 	result.color = tex2D( samp0, warped );
     74 }