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| author | Ray <[email protected]> | 2019-04-11 13:53:01 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2019-04-11 13:53:01 +0200 |
| commit | 5bfa67535040ed1cb717908d9f259db0c302d9e6 (patch) | |
| tree | 5d32732a4f76382b4098cc8cd4226b2aaba934b9 /examples/core/resources | |
| parent | aa8d10c48aed2bd41118156aead6eda26456b34f (diff) | |
| download | raylib-5bfa67535040ed1cb717908d9f259db0c302d9e6.tar.gz raylib-5bfa67535040ed1cb717908d9f259db0c302d9e6.zip | |
Review VR simulator mechanism
- No default VR device parameteres inside raylib
- VR device parameter should be provided by user
- VR distortion shader should be provided by user
Diffstat (limited to 'examples/core/resources')
| -rw-r--r-- | examples/core/resources/distortion.fs | 43 |
1 files changed, 43 insertions, 0 deletions
diff --git a/examples/core/resources/distortion.fs b/examples/core/resources/distortion.fs new file mode 100644 index 00000000..207a0aff --- /dev/null +++ b/examples/core/resources/distortion.fs @@ -0,0 +1,43 @@ +#version 330 + +in vec2 fragTexCoord; +in vec4 fragColor; +out vec4 finalColor; + +uniform sampler2D texture0; +uniform vec2 leftLensCenter = vec2(0.288, 0.5); +uniform vec2 rightLensCenter = vec2(0.712, 0.5); +uniform vec2 leftScreenCenter = vec2(0.25, 0.5); +uniform vec2 rightScreenCenter = vec2(0.75, 0.5); +uniform vec2 scale = vec2(0.25, 0.45); +uniform vec2 scaleIn = vec2(4, 2.2222); +uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); +uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +void main() +{ + 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))) + { + finalColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + float blue = texture(texture0, tcBlue).b; + vec2 tcGreen = lensCenter + scale*theta1; + float green = texture(texture0, tcGreen).g; + + vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); + vec2 tcRed = lensCenter + scale*thetaRed; + + float red = texture(texture0, tcRed).r; + finalColor = vec4(red, green, blue, 1.0); + } +}; |
