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	This is the language used for writing OpenGL shaders, which are becoming much more mainstream lately.
		
			
				
	
	
		
			161 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
			
		
		
	
	
			161 lines
		
	
	
		
			4.3 KiB
		
	
	
	
		
			GLSL
		
	
	
	
	
	
| #version 120
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| 
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| /*
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|   Original Lens Distortion Algorithm from SSontech (Syntheyes)
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|   http://www.ssontech.com/content/lensalg.htm
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|   
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|   r2 is radius squared.
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|   
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|   r2 = image_aspect*image_aspect*u*u + v*v
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|   f = 1 + r2*(k + kcube*sqrt(r2))
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|   u' = f*u
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|   v' = f*v
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| 
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| */
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| 
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| // Controls
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| uniform float kCoeff, kCube, uShift, vShift;
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| uniform float chroma_red, chroma_green, chroma_blue;
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| uniform bool apply_disto;
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| 
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| // Uniform inputs
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| uniform sampler2D input1;
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| uniform float adsk_input1_w, adsk_input1_h, adsk_input1_aspect, adsk_input1_frameratio;
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| uniform float adsk_result_w, adsk_result_h;
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| 
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| float distortion_f(float r) {
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|     float f = 1 + (r*r)*(kCoeff + kCube * r);
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|     return f;
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| }
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| 
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| 
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| float inverse_f(float r)
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| {
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|     
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|     // Build a lookup table on the radius, as a fixed-size table.
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|     // We will use a vec3 since we will store the multipled number in the Z coordinate.
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|     // So to recap: x will be the radius, y will be the f(x) distortion, and Z will be x * y;
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|     vec3[48] lut;
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|     
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|     // Since out LUT is shader-global check if it's been computed alrite
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|     // Flame has no overflow bbox so we can safely max out at the image edge, plus some cushion
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|     float max_r = sqrt((adsk_input1_frameratio * adsk_input1_frameratio) + 1) + 0.1;
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|     float incr = max_r / 48;
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|     float lut_r = 0;
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|     float f;
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|     for(int i=0; i < 48; i++) {
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|         f = distortion_f(lut_r);
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|         lut[i] = vec3(lut_r, f, lut_r * f);
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|         lut_r += incr;
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|     }
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|     
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|     float t;
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|     // Now find the nehgbouring elements
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|     // only iterate to 46 since we will need
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|     // 47 as i+1
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|     for(int i=0; i < 47; i++) {
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|         if(lut[i].z < r && lut[i+1].z > r) {
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|             // BAM! our value is between these two segments
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|             // get the T interpolant and mix
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|             t = (r - lut[i].z) / (lut[i+1].z - lut[i]).z;
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|             return mix(lut[i].y, lut[i+1].y, t );
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|         }
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|     }
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| }
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| 
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| float aberrate(float f, float chroma)
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| {
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|    return f + (f * chroma);
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| }
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| 
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| vec3 chromaticize_and_invert(float f)
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| {
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|    vec3 rgb_f = vec3(aberrate(f, chroma_red), aberrate(f, chroma_green), aberrate(f, chroma_blue));
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|    // We need to DIVIDE by F when we redistort, and x / y == x * (1 / y)
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|    if(apply_disto) {
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|       rgb_f = 1 / rgb_f;
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|    }
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|    return rgb_f;
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| }
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| 
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| void main(void)
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| {
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|    vec2 px, uv;
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|    float f = 1;
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|    float r = 1;
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|    
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|    px = gl_FragCoord.xy;
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|    
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|    // Make sure we are still centered
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|    px.x -= (adsk_result_w - adsk_input1_w) / 2;
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|    px.y -= (adsk_result_h - adsk_input1_h) / 2;
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|    
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|    // Push the destination coordinates into the [0..1] range
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|    uv.x = px.x / adsk_input1_w;
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|    uv.y = px.y / adsk_input1_h;
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|    
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|        
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|    // And to Syntheyes UV which are [1..-1] on both X and Y
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|    uv.x = (uv.x *2 ) - 1;
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|    uv.y = (uv.y *2 ) - 1;
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|    
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|    // Add UV shifts
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|    uv.x += uShift;
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|    uv.y += vShift;
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|    
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|    // Make the X value the aspect value, so that the X coordinates go to [-aspect..aspect]
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|    uv.x = uv.x * adsk_input1_frameratio;
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|    
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|    // Compute the radius
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|    r = sqrt(uv.x*uv.x + uv.y*uv.y);
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|    
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|    // If we are redistorting, account for the oversize plate in the input, assume that
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|    // the input aspect is the same
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|    if(apply_disto) {
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|        r = r / (float(adsk_input1_w) / float(adsk_result_w));
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|    }
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|    
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|    // Apply or remove disto, per channel honoring chromatic aberration
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|    if(apply_disto) {
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|       f = inverse_f(r);
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|    } else {
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|       f = distortion_f(r);
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|    }
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|    
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|    vec2[3] rgb_uvs = vec2[](uv, uv, uv);
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|    
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|    // Compute distortions per component
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|    vec3 rgb_f = chromaticize_and_invert(f);
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|    
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|    // Apply the disto coefficients, per component
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|    rgb_uvs[0] = rgb_uvs[0] * rgb_f.rr;
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|    rgb_uvs[1] = rgb_uvs[1] * rgb_f.gg;
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|    rgb_uvs[2] = rgb_uvs[2] * rgb_f.bb;
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|    
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|    // Convert all the UVs back to the texture space, per color component
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|    for(int i=0; i < 3; i++) {
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|        uv = rgb_uvs[i];
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|        
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|        // Back from [-aspect..aspect] to [-1..1]
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|        uv.x = uv.x / adsk_input1_frameratio;
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|        
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|        // Remove UV shifts
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|        uv.x -= uShift;
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|        uv.y -= vShift;
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|        
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|        // Back to OGL UV
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|        uv.x = (uv.x + 1) / 2;
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|        uv.y = (uv.y + 1) / 2;
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|        
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|        rgb_uvs[i] = uv;
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|    }
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|    
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|    // Sample the input plate, per component
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|    vec4 sampled;
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|    sampled.r = texture2D(input1, rgb_uvs[0]).r;
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|    sampled.g = texture2D(input1, rgb_uvs[1]).g;
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|    sampled.b = texture2D(input1, rgb_uvs[2]).b;
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|    
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|    // and assign to the output
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|    gl_FragColor.rgba = vec4(sampled.rgb, 1.0 );
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| } |