diff --git a/unity/Assets/Scripts/ImageSynthesis/Shaders/BarrelDistortion.shader b/unity/Assets/Scripts/ImageSynthesis/Shaders/BarrelDistortion.shader index 580fc37eb6..d1285438a6 100644 --- a/unity/Assets/Scripts/ImageSynthesis/Shaders/BarrelDistortion.shader +++ b/unity/Assets/Scripts/ImageSynthesis/Shaders/BarrelDistortion.shader @@ -12,8 +12,8 @@ Shader "Custom/BarrelDistortion" { _k1 ("K1 polynomial dist coeff", Range (-8.0, 8.0)) = -0.126 _k2 ("K2 polynomial dist coeff", Range (-8.0, 8.0)) = 0.004 - _k3 ("K3 polynomial dist coeff", Range (-25.0, 25.0)) = 0.0 - _k4 ("K4 polynomial dist coeff", Range (-25.0, 25.0)) = 0.0 + _k3 ("K3 polynomial dist coeff", Range (-18.0, 18.0)) = 0.0 + _k4 ("K4 polynomial dist coeff", Range (-18.0, 18.0)) = 0.0 _DistortionIntensityX ("Distort Strength X", Range (0.0, 6.0)) = 1.0 _DistortionIntensityY ("Distort Strength Y", Range (0.0, 6.0)) = 1.0 @@ -29,10 +29,9 @@ Shader "Custom/BarrelDistortion" { #pragma vertex vert #pragma fragment frag - #pragma target 3.0 #include "UnityCG.cginc" - uniform sampler2D _MainTex; + uniform sampler2D _MainTex; uniform sampler2D _CameraDepthTexture; uniform half4 _MainTex_TexelSize; @@ -50,8 +49,6 @@ Shader "Custom/BarrelDistortion" { uniform float _k3; uniform float _k4; - // uniform float4 _ScreenParams; - // uniform float4 _ScreenParams; // uniform float4 _ProjectionParams; @@ -66,14 +63,12 @@ Shader "Custom/BarrelDistortion" { { float4 pos : SV_POSITION; half2 uv : TEXCOORD0; - // float2 clipPos : UNITY_VPOS_TYPE; }; output vert(input i) { output o; - // o.screenPos = i.pos; o.pos = UnityObjectToClipPos(i.pos); // o.uv = i.uv; o.uv = MultiplyUV(UNITY_MATRIX_TEXTURE0, i.uv); @@ -91,14 +86,10 @@ Shader "Custom/BarrelDistortion" { fixed4 frag(output o) : COLOR { - - // return float4(o.screenPos.x, 0.0, o.screenPos.y, 1.0); float effect = _LensDistortionStrength; float2 distortionStrengthXY = float2(_DistortionIntensityX, _DistortionIntensityY); float zoom_offset = (1.0 - _ZoomPercent) / 2.0; - float3x3 k = cam_intrinsics(_fov_y, _ScreenParams.y, _ScreenParams.x); - float2 centered_uv = o.uv - float2(0.5, 0.5); centered_uv = o.uv*2.0 - float2(1.0, 1.0); // centered_uv = o.uv - float2(0.5, 0.5); @@ -144,14 +135,12 @@ Shader "Custom/BarrelDistortion" { // for xydistortion // float2 uvDistorted = distort_uv*2.0 + float2(0.5, 0.5); - - fixed4 col = tex2D(_MainTex, uvDistorted); // Handle out of bound uv if (uvDistorted.x < 0 || uvDistorted.x > 1 || uvDistorted.y < 0 || uvDistorted.y > 1) { return _OutOfBoundColour;//uv out of bound so display out of bound color } else { - return col + return col; } // FOR atan radius cutoff