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VarjoCA.fx
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VarjoCA.fx
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// MIT License
//
// Varjo Chromatic Aberration ("RedShift Fix") Correction Shader
//
// Copyright(c) 2023 Bernhard Berger
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this softwareand associated documentation files(the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and /or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions :
//
// The above copyright noticeand this permission notice shall be included in all
// copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
// SOFTWARE.
#include "ReShade.fxh"
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// UI Elements
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
#include "ReShadeUI.fxh"
uniform float offsetRed <
ui_category = "Varjo Redshift Fix";
ui_type = "slider";
ui_label = "Red Offset";
ui_tooltip = "Offset for the red color channel (use the same values as determined in RedShiftTester and OpenXR Toolkit)";
ui_min = -0.20; ui_max = 0.2 ;ui_step = 0.001;
> = 0.085;
uniform float offsetBlue <
ui_category = "Varjo Redshift Fix";
ui_type = "slider";
ui_label = "Blue Offset";
ui_tooltip = "Offset for the blue color channel (use the same values as determined in RedShiftTester and OpenXR Toolkit)";
ui_min = -0.20; ui_max = 0.20;ui_step = 0.001;
> = -0.115;
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
// Correction Shader
//++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
texture2D texColorBuffer : COLOR;
texture2D texTarget{};
sampler2D sourceSampler
{
Texture = texColorBuffer;
};
float4 chromaticAberrationCorrectionPS(float4 position : SV_POSITION, float2 texcoord : TEXCOORD0) : SV_Target {
float3 color;
float2 correctionOrigin = float2(0.1565, 0.42); // Correction origin for left eye,
// hardcoded for Varjo Aero, Varjo VR-3 and XR-3 (only Stereo Mode supported)
float redOffset = offsetRed/100 + 1.000;
float blueOffset = offsetBlue/100 + 1.000;
float greenOffset = 1;
if (texcoord.x < 0.5) {
// Add correction for right eye
const float2 uvr = ((texcoord - correctionOrigin) * redOffset) + correctionOrigin;
color.r = tex2D(sourceSampler, uvr).r;
const float2 uvg = ((texcoord - correctionOrigin) * greenOffset) + correctionOrigin;
color.g = tex2D(sourceSampler, texcoord).g;
const float2 uvb = ((texcoord - correctionOrigin) * blueOffset) + correctionOrigin;
color.b = tex2D(sourceSampler, uvb).b;
} else {
// Add correction for right eye
correctionOrigin.x = 1 - correctionOrigin.x;
const float2 uvr = ((texcoord - correctionOrigin) * redOffset) + correctionOrigin;
color.r = tex2D(sourceSampler, uvr).r;
const float2 uvg = ((texcoord - correctionOrigin) * greenOffset) + correctionOrigin;
color.g = tex2D(sourceSampler, texcoord).g;
const float2 uvb = ((texcoord - correctionOrigin) * blueOffset) + correctionOrigin;
color.b = tex2D(sourceSampler, uvb).b;
}
return float4(color, 1.0);
}
technique ZZZ_VarjoRedshiftFix
{
pass ChromaticAberration
{
PixelShader = chromaticAberrationCorrectionPS;
VertexShader = PostProcessVS;
}
}