breezy-desktop/gnome/breezydesktop@org.xronlinux/IMUAdjust.frag

187 lines
7.4 KiB
GLSL

#version 330 core
uniform bool enabled;
uniform bool show_banner;
uniform sampler2D uDesktopTexture;
uniform mat4 imu_quat_data;
uniform vec4 look_ahead_cfg;
uniform float display_zoom;
uniform float display_north_offset;
uniform float lens_distance_ratio;
uniform bool sbs_enabled;
uniform bool sbs_content;
uniform bool sbs_mode_stretched;
uniform bool custom_banner_enabled;
uniform float stage_aspect_ratio;
uniform float display_aspect_ratio;
uniform float half_fov_z_rads;
uniform float half_fov_y_rads;
uniform float screen_distance;
uniform float frametime;
float look_ahead_ms_cap = 45.0;
vec4 quatMul(vec4 q1, vec4 q2) {
vec3 u = vec3(q1.x, q1.y, q1.z);
float s = q1.w;
vec3 v = vec3(q2.x, q2.y, q2.z);
float t = q2.w;
return vec4(s*v + t*u + cross(u, v), s*t - dot(u, v));
}
vec4 quatConj(vec4 q) {
return vec4(-q.x, -q.y, -q.z, q.w);
}
vec3 applyQuaternionToVector(vec4 q, vec3 v) {
vec4 p = quatMul(quatMul(q, vec4(v, 0)), quatConj(q));
return p.xyz;
}
const int day_in_seconds = 24 * 60 * 60;
vec3 applyLookAhead(
in vec3 position,
in vec3 velocity,
in vec3 accel,
in float t,
in float t_squared) {
return position + velocity * t + 0.5 * accel * t_squared;
}
vec3 rateOfChange(
in vec3 v1,
in vec3 v2,
in float delta_time) {
return (v1 - v2) / delta_time;
}
bool isKeepaliveRecent(
in vec4 currentDate,
in vec4 keepAliveDate) {
float _174 = currentDate.w + float(day_in_seconds);
float _176 = _174 - keepAliveDate.w;
float _178 = mod(_176, float(day_in_seconds));
float _179 = abs(_178);
bool _181 = _179 <= 5.00000000e+00;
return _181;
}
void PS_IMU_Transform(vec4 pos, vec2 texcoord, out vec4 color) {
float texcoord_x_min = 0.0;
float texcoord_x_max = 1.0;
float lens_y_offset = 0.0;
float lens_z_offset = 0.0;
float aspect_ratio = stage_aspect_ratio;
if (enabled && sbs_enabled) {
bool right_display = texcoord.x > 0.5;
aspect_ratio /= 2;
lens_y_offset = lens_distance_ratio / 3;
if (right_display) lens_y_offset = -lens_y_offset;
if (sbs_content) {
// source video is SBS, left-half of the screen goes to the left lens, right-half to the right lens
if (right_display)
texcoord_x_min = 0.5;
else
texcoord_x_max = 0.5;
}
if (!sbs_mode_stretched) {
// if the content isn't stretched, assume it's centered in the middle 50% of the screen
texcoord_x_min = max(0.25, texcoord_x_min);
texcoord_x_max = min(0.75, texcoord_x_max);
}
// translate the texcoord respresenting the current lens's half of the screen to a full-screen texcoord
texcoord.x = (texcoord.x - (right_display ? 0.5 : 0.0)) * 2;
}
if (!enabled || show_banner) {
// vec2 banner_size = vec2(800.0 / ReShade::ScreenSize.x, 200.0 / ReShade::ScreenSize.y); // Assuming ScreenWidth and ScreenHeight are defined
// if (show_banner &&
// texcoord.x >= banner_position.x - banner_size.x / 2 &&
// texcoord.x <= banner_position.x + banner_size.x / 2 &&
// texcoord.y >= banner_position.y - banner_size.y / 2 &&
// texcoord.y <= banner_position.y + banner_size.y / 2)
// {
// vec2 banner_texcoord = (texcoord - (banner_position - banner_size / 2)) / banner_size;
// if (custom_banner_enabled) {
// color = tex2D(customBannerSampler, banner_texcoord);
// } else {
// color = tex2D(calibratingSampler, banner_texcoord);
// }
// } else {
// adjust texcoord back to the range that describes where the content is displayed
float texcoord_width = texcoord_x_max - texcoord_x_min;
texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
color = texture2D(uDesktopTexture, texcoord);
// }
} else {
float lens_fov_z_offset_rads = atan(lens_z_offset/screen_distance);
float fov_z_pos = tan(half_fov_z_rads - lens_fov_z_offset_rads) * screen_distance;
float fov_z_neg = -tan(half_fov_z_rads + lens_fov_z_offset_rads) * screen_distance;
float fov_z_width = fov_z_pos - fov_z_neg;
float lens_fov_y_offset_rads = atan(lens_y_offset/screen_distance);
float fov_y_pos = tan(half_fov_y_rads - lens_fov_y_offset_rads) * screen_distance;
float fov_y_neg = -tan(half_fov_y_rads + lens_fov_y_offset_rads) * screen_distance;
float fov_y_width = fov_y_pos - fov_y_neg;
float vec_x = screen_distance;
float vec_y = -texcoord.x * fov_y_width + fov_y_pos;
float vec_z = -texcoord.y * fov_z_width + fov_z_pos;
vec3 texcoord_vector = vec3(vec_x, vec_y, vec_z);
vec3 lens_vector = vec3(lens_distance_ratio, lens_y_offset, lens_z_offset);
// then rotate the vector using each of the snapshots provided
vec3 rotated_vector_t0 = applyQuaternionToVector(imu_quat_data[0], texcoord_vector);
vec3 rotated_vector_t1 = applyQuaternionToVector(imu_quat_data[1], texcoord_vector);
vec3 rotated_vector_t2 = applyQuaternionToVector(imu_quat_data[2], texcoord_vector);
vec3 rotated_lens_vector = applyQuaternionToVector(imu_quat_data[0], lens_vector);
// compute the two velocities (units/ms) as change in the 3 rotation snapshots
float delta_time_t0 = imu_quat_data[3].x - imu_quat_data[3].y;
vec3 velocity_t0 = rateOfChange(rotated_vector_t0, rotated_vector_t1, delta_time_t0);
vec3 velocity_t1 = rateOfChange(rotated_vector_t1, rotated_vector_t2, imu_quat_data[3].y - imu_quat_data[3].z);
// and then the acceleration (units/ms^2) as the change in velocities
vec3 accel_t0 = rateOfChange(velocity_t0, velocity_t1, delta_time_t0);
// allows for the bottom and top of the screen to have different look-ahead values
float look_ahead_scanline_adjust = texcoord.y * look_ahead_cfg.z;
// use the 4th value of the look-ahead config to cap the look-ahead value
float look_ahead_ms = min(min(look_ahead_cfg.x + frametime * look_ahead_cfg.y, look_ahead_cfg.w), look_ahead_ms_cap) + look_ahead_scanline_adjust;
float look_ahead_ms_squared = pow(look_ahead_ms, 2);
// apply most recent velocity and acceleration to most recent position to get a predicted position
vec3 res = applyLookAhead(rotated_vector_t0, velocity_t0, accel_t0, look_ahead_ms, look_ahead_ms_squared);
bool looking_behind = res.x < 0.0;
// divide all values by x to scale the magnitude so x is exactly 1, and multiply by the final display distance
// so the vector is pointing at a coordinate on the screen
float display_distance = (sbs_enabled ? display_north_offset : 1.0) - rotated_lens_vector.x;
res *= display_distance/res.x;
// adjust x and y by how much our lens moved from its original offset
res += rotated_lens_vector - lens_vector;
// deconstruct the rotated and scaled vector back to a texcoord (just inverse operations of the first conversion
// above)
texcoord.x = (fov_y_pos - res.y) / fov_y_width;
texcoord.y = (fov_z_pos - res.z) / fov_z_width;
// apply the screen offsets now
float texcoord_width = texcoord_x_max - texcoord_x_min;
texcoord.x = texcoord.x * texcoord_width + texcoord_x_min;
if (looking_behind || texcoord.x < texcoord_x_min || texcoord.y < 0.0 || texcoord.x > texcoord_x_max || texcoord.y > 1.0 || texcoord.x <= 0.005 && texcoord.y <= 0.005) {
color = vec4(0, 0, 0, 1);
} else {
color = texture2D(uDesktopTexture, texcoord);
}
}
}