procedural-3d-engine/shaders/hlsl/multiview/viewdisplay.frag

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// Copyright 2020 Google LLC
Texture2DArray textureView : register(t1);
SamplerState samplerView : register(s1);
struct UBO
{
[[vk::offset(272)]] float distortionAlpha;
};
cbuffer ubo : register(b0) { UBO ubo; }
[[vk::constant_id(0)]] const float VIEW_LAYER = 0.0f;
float4 main([[vk::location(0)]] float2 inUV : TEXCOORD0) : SV_TARGET
{
const float alpha = ubo.distortionAlpha;
float2 p1 = float2(2.0 * inUV - 1.0);
float2 p2 = p1 / (1.0 - alpha * length(p1));
p2 = (p2 + 1.0) * 0.5;
bool inside = ((p2.x >= 0.0) && (p2.x <= 1.0) && (p2.y >= 0.0 ) && (p2.y <= 1.0));
return inside ? textureView.Sample(samplerView, float3(p2, VIEW_LAYER)) : float4(0.0, 0.0, 0.0, 0.0);
}