/* Copyright (c) 2025, Sascha Willems * * SPDX-License-Identifier: MIT * */ struct VSOutput { float4 Pos : SV_POSITION; float2 UV; }; struct UBO { float4x4 projection[2]; float4x4 modelview[2]; float4 lightPos; float distortionAlpha; }; ConstantBuffer ubo; Sampler2DArray samplerView; [[SpecializationConstant]] const float VIEW_LAYER = 0.0f; [shader("vertex")] VSOutput vertexMain(uint VertexIndex: SV_VertexID) { VSOutput output; output.UV = float2((VertexIndex << 1) & 2, VertexIndex & 2); output.Pos = float4(output.UV * 2.0f - 1.0f, 0.0f, 1.0f); return output; } [shader("fragment")] float4 fragmentMain(VSOutput input) { const float alpha = ubo.distortionAlpha; float2 p1 = float2(2.0 * input.UV - 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 ? samplerView.Sample(float3(p2, VIEW_LAYER)) : float4(0.0, 0.0, 0.0, 0.0); }