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Jul 25th, 2015
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  1. float3 LensDistortionPass(float2 tex){
  2. // lens distortion coefficient (between
  3. float k = -0.15;
  4.  
  5. // cubic distortion value
  6. float kcube = 0.5;
  7.  
  8. float r2 = (tex.x-0.5) * (tex.x-0.5) + (tex.y-0.5) * (tex.y-0.5);
  9. float f = 0.0;
  10.  
  11. //only compute the cubic distortion if necessary
  12. if (kcube == 0.0){
  13. f = 1 + r2 * k;
  14. }
  15. else {
  16. f = 1 + r2 * (k + kcube * sqrt(r2));
  17. };
  18.  
  19. // get the right pixel for the current position
  20. float x = f*(tex.x-0.5)+0.5;
  21. float y = f*(tex.y-0.5)+0.5;
  22. float3 inputDistord = tex2D(tDiffuse,float2(x,y)).rgb;
  23.  
  24. return inputDistord;
  25. }
  26.  
  27. float3 LensDistortionShader(float4 position : SV_Position, float2 texcoord : TEXCOORD0) : SV_Target {
  28. float3 color = LensDistortionPass(texcoord).rgb;
  29.  
  30. return color.rgb;
  31. }
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