#shader CSpaceWarpFilter #attribute position4 #attribute uv4 #srcfac one #dstfac zero #primitive tristrips #depthtest none #depthwrite false #culling none #vertex glsl layout(location=0) in vec4 posIn; layout(location=1) in vec4 uvIn; UBINDING0 uniform SpaceWarpUniform { mat4 mainMtx; mat4 indMtx; vec4 strength; }; struct VertToFrag { vec2 sceneUv; vec2 indUv; vec2 strength; }; SBINDING(0) out VertToFrag vtf; void main() { gl_Position = mainMtx * vec4(posIn.xy, 0.0, 1.0); vtf.sceneUv = gl_Position.xy * vec2(0.5) + vec2(0.5); vtf.indUv = (mat3(indMtx) * vec3(uvIn.xy, 1.0)).xy; vtf.strength = strength.xy; } #fragment glsl struct VertToFrag { vec2 sceneUv; vec2 indUv; vec2 strength; }; SBINDING(0) in VertToFrag vtf; layout(location=0) out vec4 colorOut; TBINDING0 uniform sampler2D sceneTex; TBINDING1 uniform sampler2D indTex; void main() { vec2 indUv = texture(indTex, vtf.indUv).ab * vec2(2.0) - vec2(1.0 - 1.0 / 256.0); colorOut = vec4(texture(sceneTex, vtf.sceneUv + indUv * vtf.strength.xy).rgb, 1.0); } #vertex hlsl struct VertData { float4 posIn : POSITION; float4 uvIn : UV; }; cbuffer SpaceWarpUniform : register(b0) { float4x4 mainMtx; float4x4 indMtx; float4 strength; }; struct VertToFrag { float4 position : SV_Position; float2 sceneUv : SCENEUV; float2 indUv : INDV; float2 strength : STRENGTH; }; VertToFrag main(in VertData v) { VertToFrag vtf; vtf.position = mul(mainMtx, float4(v.posIn.xy, 0.0, 1.0)); vtf.sceneUv = vtf.position.xy * float2(0.5, 0.5) + float2(0.5, 0.5); vtf.sceneUv.y = 1.0 - vtf.sceneUv.y; vtf.indUv = mul(float3x3(indMtx[0].xyz, indMtx[1].xyz, indMtx[2].xyz), float3(v.uvIn.xy, 1.0)).xy; vtf.indUv.y = 1.0 - vtf.indUv.y; vtf.strength = strength.xy; return vtf; } #fragment hlsl Texture2D sceneTex : register(t0); Texture2D indTex : register(t1); SamplerState samp : register(s0); struct VertToFrag { float4 position : SV_Position; float2 sceneUv : SCENEUV; float2 indUv : INDV; float2 strength : STRENGTH; }; float4 main(in VertToFrag vtf) : SV_Target0 { float2 indUv = indTex.Sample(samp, vtf.indUv).ab * float2(2.0, 2.0) - float2(1.0 - 1.0 / 256.0, 1.0 - 1.0 / 256.0); return float4(sceneTex.Sample(samp, vtf.sceneUv + indUv * vtf.strength.xy).rgb, 1.0); } #vertex metal struct VertData { float4 posIn [[ attribute(0) ]]; float4 uvIn [[ attribute(1) ]]; }; struct SpaceWarpUniform { float4x4 mainMtx; float4x4 indMtx; float4 strength; }; struct VertToFrag { float4 position [[ position ]]; float2 sceneUv; float2 indUv; float2 strength; }; vertex VertToFrag vmain(VertData v [[ stage_in ]], constant SpaceWarpUniform& swu [[ buffer(2) ]]) { VertToFrag vtf; vtf.position = swu.mainMtx * float4(v.posIn.xy, 0.0, 1.0); vtf.sceneUv = vtf.position.xy * float2(0.5) + float2(0.5); vtf.sceneUv.y = 1.0 - vtf.sceneUv.y; vtf.indUv = (float3x3(swu.indMtx[0].xyz, swu.indMtx[1].xyz, swu.indMtx[2].xyz) * float3(v.uvIn.xy, 1.0)).xy; vtf.indUv.y = 1.0 - vtf.indUv.y; vtf.strength = swu.strength.xy; return vtf; } #fragment metal struct VertToFrag { float4 position [[ position ]]; float2 sceneUv; float2 indUv; float2 strength; }; fragment float4 fmain(VertToFrag vtf [[ stage_in ]], sampler samp [[ sampler(0) ]], texture2d sceneTex [[ texture(0) ]], texture2d indTex [[ texture(1) ]]) { float2 indUv = indTex.sample(samp, vtf.indUv).ab * float2(2.0) - float2(1.0 - 1.0 / 256.0); return float4(sceneTex.sample(samp, vtf.sceneUv + indUv * vtf.strength.xy).rgb, 1.0); }