PostProcessing: fix lens distortion shader for HLSL
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@ -63,7 +63,7 @@ void main()
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}
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// convert coordinates to NDC space
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float2 fragPos = (GetCoordinates() - 0.5f - vec2(offsetAdd, 0.0f)) * 2.0f;
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float2 fragPos = (GetCoordinates() - 0.5f - float2(offsetAdd, 0.0f)) * 2.0f;
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// Calculate the source location "radius" (distance from the centre of the viewport)
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float destR = length(fragPos);
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@ -72,16 +72,16 @@ void main()
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float srcR = destR * sizeAdjust + ( ka * pow(destR, 2.0) + kb * pow(destR, 4.0));
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// Calculate the source vector (radial)
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vec2 correctedRadial = normalize(fragPos) * srcR;
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float2 correctedRadial = normalize(fragPos) * srcR;
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// fix aspect ratio
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vec2 widenedRadial = correctedRadial * vec2(aspectAdjustment, 1.0f);
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float2 widenedRadial = correctedRadial * float2(aspectAdjustment, 1.0f);
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// Transform the coordinates (from [-1,1]^2 to [0, 1]^2)
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vec2 uv = (widenedRadial/2.0f) + vec2(0.5f) + vec2(offsetAdd, 0.0f);
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float2 uv = (widenedRadial/2.0f) + float2(0.5f, 0.5f) + float2(offsetAdd, 0.0f);
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// Sample the texture at the source location
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if(clamp(uv, 0.0, 1.0) != uv)
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if(any(clamp(uv, 0.0, 1.0) != uv))
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{
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// black if beyond bounds
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SetOutput(float4(0.0, 0.0, 0.0, 0.0));
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