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@@ -10,6 +10,7 @@ uniform float4x4 color_matrix;
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uniform float3 color_range_min = {0.0, 0.0, 0.0};
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uniform float3 color_range_max = {1.0, 1.0, 1.0};
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uniform float2 base_dimension_i;
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+uniform float undistort_factor = 1.0;
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sampler_state textureSampler
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{
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@@ -64,24 +65,44 @@ float3 weight3(float x, float scale)
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weight((x * 2.0 + 2.0 * 2.0 - 3.0) * scale, 3.0));
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}
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-float4 pixel(float xpos, float ypos)
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+float AspectUndistortX(float x, float a)
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{
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- return image.Sample(textureSampler, float2(xpos, ypos));
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+ // The higher the power, the longer the linear part will be.
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+ return (1.0 - a) * (x * x * x * x * x) + a * x;
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+}
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+
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+float AspectUndistortU(float u)
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+{
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+ // Normalize texture coord to -1.0 to 1.0 range, and back.
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+ return AspectUndistortX((u - 0.5) * 2.0, undistort_factor) * 0.5 + 0.5;
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+}
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+
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+float2 pixel_coord(float xpos, float ypos)
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+{
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+ return float2(AspectUndistortU(xpos), ypos);
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+}
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+
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+float4 pixel(float xpos, float ypos, bool undistort)
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+{
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+ if (undistort)
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+ return image.Sample(textureSampler, pixel_coord(xpos, ypos));
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+ else
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+ return image.Sample(textureSampler, float2(xpos, ypos));
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}
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float4 get_line(float ypos, float3 xpos1, float3 xpos2, float3 rowtap1,
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- float3 rowtap2)
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+ float3 rowtap2, bool undistort)
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{
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return
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- pixel(xpos1.r, ypos) * rowtap1.r +
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- pixel(xpos1.g, ypos) * rowtap2.r +
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- pixel(xpos1.b, ypos) * rowtap1.g +
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- pixel(xpos2.r, ypos) * rowtap2.g +
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- pixel(xpos2.g, ypos) * rowtap1.b +
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- pixel(xpos2.b, ypos) * rowtap2.b;
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+ pixel(xpos1.r, ypos, undistort) * rowtap1.r +
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+ pixel(xpos1.g, ypos, undistort) * rowtap2.r +
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+ pixel(xpos1.b, ypos, undistort) * rowtap1.g +
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+ pixel(xpos2.r, ypos, undistort) * rowtap2.g +
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+ pixel(xpos2.g, ypos, undistort) * rowtap1.b +
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+ pixel(xpos2.b, ypos, undistort) * rowtap2.b;
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}
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-float4 DrawLanczos(FragData v_in)
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+float4 DrawLanczos(FragData v_in, bool undistort)
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{
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float2 stepxy = base_dimension_i;
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float2 pos = v_in.uv + stepxy * 0.5;
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@@ -106,22 +127,22 @@ float4 DrawLanczos(FragData v_in)
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float3 xpos2 = float3(xystart.x + stepxy.x * 3.0, xystart.x + stepxy.x * 4.0, xystart.x + stepxy.x * 5.0);
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return
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- get_line(xystart.y , xpos1, xpos2, rowtap1, rowtap2) * coltap1.r +
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- get_line(xystart.y + stepxy.y , xpos1, xpos2, rowtap1, rowtap2) * coltap2.r +
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- get_line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, rowtap1, rowtap2) * coltap1.g +
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- get_line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.g +
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- get_line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, rowtap1, rowtap2) * coltap1.b +
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- get_line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, rowtap1, rowtap2) * coltap2.b;
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+ get_line(xystart.y , xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap1.r +
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+ get_line(xystart.y + stepxy.y , xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap2.r +
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+ get_line(xystart.y + stepxy.y * 2.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap1.g +
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+ get_line(xystart.y + stepxy.y * 3.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap2.g +
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+ get_line(xystart.y + stepxy.y * 4.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap1.b +
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+ get_line(xystart.y + stepxy.y * 5.0, xpos1, xpos2, rowtap1, rowtap2, undistort) * coltap2.b;
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}
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-float4 PSDrawLanczosRGBA(FragData v_in) : TARGET
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+float4 PSDrawLanczosRGBA(FragData v_in, bool undistort) : TARGET
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{
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- return DrawLanczos(v_in);
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+ return DrawLanczos(v_in, undistort);
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}
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float4 PSDrawLanczosMatrix(FragData v_in) : TARGET
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{
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- float4 rgba = DrawLanczos(v_in);
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+ float4 rgba = DrawLanczos(v_in, false);
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float4 yuv;
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yuv.xyz = clamp(rgba.xyz, color_range_min, color_range_max);
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@@ -133,7 +154,16 @@ technique Draw
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pass
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{
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vertex_shader = VSDefault(v_in);
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- pixel_shader = PSDrawLanczosRGBA(v_in);
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+ pixel_shader = PSDrawLanczosRGBA(v_in, false);
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+ }
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+}
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+
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+technique DrawUndistort
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+{
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+ pass
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+ {
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+ vertex_shader = VSDefault(v_in);
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+ pixel_shader = PSDrawLanczosRGBA(v_in, true);
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}
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}
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