static const float PI = 3.14159265358979323846; static const float TWO_PI = 6.28318530717958647692; float radiansFromDegrees(float degrees) { return degrees * (PI / 180.0); } float3 rotateX(float3 ray, float angle) { float s = sin(angle); float c = cos(angle); return float3(ray.x, c * ray.y - s * ray.z, s * ray.y + c * ray.z); } float3 rotateY(float3 ray, float angle) { float s = sin(angle); float c = cos(angle); return float3(c * ray.x + s * ray.z, ray.y, -s * ray.x + c * ray.z); } float3 rotateZ(float3 ray, float angle) { float s = sin(angle); float c = cos(angle); return float3(c * ray.x - s * ray.y, s * ray.x + c * ray.y, ray.z); } float normalizedFisheyeRadius(float theta, float halfFov) { float safeHalfFov = max(halfFov, 0.0001); if (fisheyeModel == 1) { return sin(theta * 0.5) / max(sin(safeHalfFov * 0.5), 0.0001); } else if (fisheyeModel == 2) { return tan(theta * 0.5) / max(tan(safeHalfFov * 0.5), 0.0001); } else if (fisheyeModel == 3) { return sin(theta) / max(sin(safeHalfFov), 0.0001); } return theta / safeHalfFov; } float3 equirectangularRay(float2 uv) { float longitude = (uv.x - 0.5) * TWO_PI + radiansFromDegrees(seamAngleDegrees); float latitude = (0.5 - uv.y) * PI; float latitudeCos = cos(latitude); return normalize(float3( sin(longitude) * latitudeCos, sin(latitude), cos(longitude) * latitudeCos )); } float4 shadeVideo(ShaderContext context) { float3 ray = equirectangularRay(context.uv); ray = rotateZ(ray, radiansFromDegrees(rollDegrees)); ray = rotateX(ray, radiansFromDegrees(-pitchDegrees)); ray = rotateY(ray, radiansFromDegrees(yawDegrees)); // Mirror the rear hemisphere into the front-facing fisheye image so one // circular lens source fills both halves of the equirectangular output. ray.z = abs(ray.z); ray = normalize(ray); float halfFov = radiansFromDegrees(clamp(lensFovDegrees, 1.0, 220.0) * 0.5); float theta = acos(clamp(ray.z, -1.0, 1.0)); if (theta > halfFov) return outsideColor; float phi = atan2(ray.y, ray.x); float fisheyeRadius = normalizedFisheyeRadius(theta, halfFov); float2 sourceUv = float2( center.x + cos(phi) * fisheyeRadius * radius.x, center.y - sin(phi) * fisheyeRadius * radius.y ); if (sourceUv.x < 0.0 || sourceUv.x > 1.0 || sourceUv.y < 0.0 || sourceUv.y > 1.0) return outsideColor; return sampleVideo(sourceUv); }