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authorRay <[email protected]>2019-04-11 13:53:01 +0200
committerRay <[email protected]>2019-04-11 13:53:01 +0200
commit5bfa67535040ed1cb717908d9f259db0c302d9e6 (patch)
tree5d32732a4f76382b4098cc8cd4226b2aaba934b9 /examples/core/resources
parentaa8d10c48aed2bd41118156aead6eda26456b34f (diff)
downloadraylib-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.fs43
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);
+ }
+};