static const float PI = 3.14159265358979323846; float radiansFromDegrees(float degrees) { return degrees * (PI / 180.0); } float3 rotateX(float3 p, float angle) { float s = sin(angle); float c = cos(angle); return float3(p.x, c * p.y - s * p.z, s * p.y + c * p.z); } float3 rotateY(float3 p, float angle) { float s = sin(angle); float c = cos(angle); return float3(c * p.x + s * p.z, p.y, -s * p.x + c * p.z); } float3 rotateZ(float3 p, float angle) { float s = sin(angle); float c = cos(angle); return float3(c * p.x - s * p.y, s * p.x + c * p.y, p.z); } float3 rotateWorldToPlane(float3 value) { float pan = radiansFromDegrees(panDegrees); float tilt = radiansFromDegrees(tiltDegrees); float roll = radiansFromDegrees(rollDegrees); return rotateZ(rotateX(rotateY(value, -pan), -tilt), -roll); } float planeEdgeMask(float2 uv, float2 inputResolution) { float2 feather = max(edgeFeather, 0.0) / max(inputResolution, float2(1.0, 1.0)); feather = max(feather, float2(0.00001, 0.00001)); float left = smoothstep(0.0, feather.x, uv.x); float right = 1.0 - smoothstep(1.0 - feather.x, 1.0, uv.x); float top = smoothstep(0.0, feather.y, uv.y); float bottom = 1.0 - smoothstep(1.0 - feather.y, 1.0, uv.y); return saturate(left * right * top * bottom); } float4 shadeVideo(ShaderContext context) { float2 outputResolution = max(context.outputResolution, float2(1.0, 1.0)); float outputAspect = outputResolution.x / outputResolution.y; float sourceAspect = context.inputResolution.x / max(context.inputResolution.y, 1.0); float tanHalfFov = tan(radiansFromDegrees(clamp(fovDegrees, 5.0, 150.0)) * 0.5); float2 screen = float2(context.uv.x * 2.0 - 1.0, 1.0 - context.uv.y * 2.0); float3 rayOrigin = float3(0.0, 0.0, 0.0); float3 rayDirection = normalize(float3(screen.x * outputAspect * tanHalfFov, screen.y * tanHalfFov, 1.0)); float3 planePosition = float3(positionX, positionY, max(positionZ, 0.001)); float3 localOrigin = rotateWorldToPlane(rayOrigin - planePosition); float3 localDirection = rotateWorldToPlane(rayDirection); float backgroundAmount = saturate(backgroundMix); float4 background = float4(lerp(outsideColor.rgb, context.sourceColor.rgb, backgroundAmount), 1.0); if (abs(localDirection.z) < 0.00001) return background; float hitDistance = -localOrigin.z / localDirection.z; if (hitDistance <= 0.0) return background; float3 localHit = localOrigin + localDirection * hitDistance; float halfHeight = max(planeScale, 0.001) * 0.5; float halfWidth = halfHeight * sourceAspect; float2 planeUv = float2( localHit.x / max(halfWidth * 2.0, 0.0001) + 0.5, 0.5 - localHit.y / max(halfHeight * 2.0, 0.0001) ); float mask = planeEdgeMask(planeUv, max(context.inputResolution, float2(1.0, 1.0))); float4 planeColor = sampleVideo(clamp(planeUv, 0.0, 1.0)); return saturate(lerp(background, planeColor, mask)); }