#[vertex] #version 450 #VERSION_DEFINES layout(push_constant, std140) uniform Pos { vec4 src_rect; vec4 dst_rect; float rotation_sin; float rotation_cos; vec2 eye_center; float k1; float k2; float upscale; float aspect_ratio; uint layer; bool source_is_srgb; bool use_debanding; uint target_color_space; float reference_multiplier; float output_max_value; uint pad1; uint pad2; } data; layout(location = 0) out vec2 uv; void main() { mat4 swapchain_transform = mat4(1.0); swapchain_transform[0][0] = data.rotation_cos; swapchain_transform[0][1] = -data.rotation_sin; swapchain_transform[1][0] = data.rotation_sin; swapchain_transform[1][1] = data.rotation_cos; vec2 base_arr[4] = vec2[](vec2(0.0, 0.0), vec2(0.0, 1.0), vec2(1.0, 1.0), vec2(1.0, 0.0)); uv = data.src_rect.xy + base_arr[gl_VertexIndex] * data.src_rect.zw; vec2 vtx = data.dst_rect.xy + base_arr[gl_VertexIndex] * data.dst_rect.zw; gl_Position = swapchain_transform * vec4(vtx * 2.0 - 1.0, 0.0, 1.0); } #[fragment] #version 450 #VERSION_DEFINES layout(push_constant, std140) uniform Pos { vec4 src_rect; vec4 dst_rect; float rotation_sin; float rotation_cos; vec2 eye_center; float k1; float k2; float upscale; float aspect_ratio; uint layer; bool source_is_srgb; bool use_debanding; uint target_color_space; float reference_multiplier; float output_max_value; uint pad1; uint pad2; } data; layout(location = 0) in vec2 uv; layout(location = 0) out vec4 color; #ifdef USE_LAYER layout(binding = 0) uniform sampler2DArray src_rt; #else layout(binding = 0) uniform sampler2D src_rt; #endif // Keep in sync with `RenderingDeviceCommons::ColorSpace`. #define COLOR_SPACE_REC709_LINEAR 0 #define COLOR_SPACE_REC709_NONLINEAR_SRGB 1 vec3 srgb_to_linear(vec3 color) { return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045))); } vec3 linear_to_srgb(vec3 color) { const vec3 a = vec3(0.055f); return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); } // From https://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf // and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom) // NOTE: `frag_coord` is in pixels (i.e. not normalized UV). // This dithering must be applied after encoding changes (linear/nonlinear) have been applied // as the final step before quantization from floating point to integer values. vec3 screen_space_dither(vec2 frag_coord) { // Iestyn's RGB dither (7 asm instructions) from Portal 2 X360, slightly modified for VR. // Removed the time component to avoid passing time into this shader. vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord)); dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0)); // Subtract 0.5 to avoid slightly brightening the whole viewport. // Use a dither strength of 100% rather than the 37.5% suggested by the original source. // Divide by 255 to align to 8-bit quantization. return (dither.rgb - 0.5) / 255.0; } void main() { #ifdef APPLY_LENS_DISTORTION vec2 coords = uv * 2.0 - 1.0; vec2 offset = coords - data.eye_center; // take aspect ratio into account offset.y /= data.aspect_ratio; // distort vec2 offset_sq = offset * offset; float radius_sq = offset_sq.x + offset_sq.y; float radius_s4 = radius_sq * radius_sq; float distortion_scale = 1.0 + (data.k1 * radius_sq) + (data.k2 * radius_s4); offset *= distortion_scale; // reapply aspect ratio offset.y *= data.aspect_ratio; // add our eye center back in coords = offset + data.eye_center; coords /= data.upscale; // and check our color if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { color = vec4(0.0, 0.0, 0.0, 1.0); } else { // layer is always used here coords = (coords + vec2(1.0)) / vec2(2.0); color = texture(src_rt, vec3(coords, data.layer)); } #elif defined(USE_LAYER) color = texture(src_rt, vec3(uv, data.layer)); #else color = texture(src_rt, uv); #endif // Colorspace conversion for final blit. if (data.target_color_space == COLOR_SPACE_REC709_LINEAR) { if (data.source_is_srgb == true) { // sRGB -> linear conversion color.rgb = srgb_to_linear(color.rgb); } // Negative values may be interpreted as scRGB colors, // so clip them to the intended Rec. 709 colors. // Additionally, it is important that the game developer can trust that // Window.output_max_linear_value is truly the max output value, even if // the max luminance has been misconfigured by the player. This ensures that // the resulting image will always be as the game developer expects when they // use Window.output_max_linear_value and tonemapping functions will behave // as expected. color.rgb = clamp(color.rgb, vec3(0.0), vec3(data.output_max_value)); // Adjust brightness of SDR content to reference luminance. color.rgb *= data.reference_multiplier; } else if (data.target_color_space == COLOR_SPACE_REC709_NONLINEAR_SRGB) { // Negative values and values above 1.0 will be clipped by the target, // so no need to clip them here. if (data.source_is_srgb == false) { // linear -> sRGB conversion color.rgb = linear_to_srgb(color.rgb); // Even if debanding was applied earlier in the rendering process, it must // be reapplied after the linear_to_srgb floating point operations. // When the linear_to_srgb operation was not performed, the source is // already an 8-bit format and debanding cannot be effective. In this // case, GPU driver rounding error can add noise so debanding should be // skipped entirely. if (data.use_debanding) { color.rgb += screen_space_dither(gl_FragCoord.xy); } } } }