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authorraysan5 <[email protected]>2021-10-17 21:02:18 +0200
committerraysan5 <[email protected]>2021-10-17 21:02:18 +0200
commit35e67da08e3d214589968c19b4b2fb31d8e566cc (patch)
tree5054bcea5f6df754f467590101789b17dd9d9944 /examples/core/core_vr_simulator.data
parentb2228039039afc05c41edd12103123f2a36c8080 (diff)
downloadraylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.tar.gz
raylib.com-35e67da08e3d214589968c19b4b2fb31d8e566cc.zip
UPDATED: examples to raylib 4.0
Some new examples added
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+#version 100
+
+precision mediump float;
+
+// Input vertex attributes (from vertex shader)
+varying vec2 fragTexCoord;
+varying vec4 fragColor;
+
+// Input uniform values
+uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// NOTE: Add here your custom variables
+uniform vec2 leftLensCenter;
+uniform vec2 rightLensCenter;
+uniform vec2 leftScreenCenter;
+uniform vec2 rightScreenCenter;
+uniform vec2 scale;
+uniform vec2 scaleIn;
+uniform vec4 hmdWarpParam;
+uniform vec4 chromaAbParam;
+
+void main()
+{
+ // Compute lens distortion
+ vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
+ vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
+ vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
+ float rSq = theta.x*theta.x + theta.y*theta.y;
+ vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
+ vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
+ vec2 tcBlue = lensCenter + scale*thetaBlue;
+
+ if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
+ {
+ // Set black fragment for everything outside the lens border
+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
+ }
+ else
+ {
+ // Compute color chroma aberration
+ float blue = texture2D(texture0, tcBlue).b;
+ vec2 tcGreen = lensCenter + scale*theta1;
+ float green = texture2D(texture0, tcGreen).g;
+
+ vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
+ vec2 tcRed = lensCenter + scale*thetaRed;
+
+ float red = texture2D(texture0, tcRed).r;
+ gl_FragColor = vec4(red, green, blue, 1.0);
+ }
+}