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authorRay <[email protected]>2019-05-16 15:30:03 +0200
committerRay <[email protected]>2019-05-16 15:30:03 +0200
commitf44dfa1ef24af6ab76bcde3d34021cb046c53177 (patch)
tree8719ce6735a19033c1196d88145fc0d35aaa93bb /examples/core/resources
parentf1ffb3f573a74113e44501dab07283cfb120acd2 (diff)
downloadraylib-f44dfa1ef24af6ab76bcde3d34021cb046c53177.tar.gz
raylib-f44dfa1ef24af6ab76bcde3d34021cb046c53177.zip
Implement VR distortion shader for GLSL 100
Diffstat (limited to 'examples/core/resources')
-rw-r--r--examples/core/resources/distortion100.fs52
-rw-r--r--examples/core/resources/distortion330.fs (renamed from examples/core/resources/distortion.fs)14
2 files changed, 64 insertions, 2 deletions
diff --git a/examples/core/resources/distortion100.fs b/examples/core/resources/distortion100.fs
new file mode 100644
index 00000000..6bfe252b
--- /dev/null
+++ b/examples/core/resources/distortion100.fs
@@ -0,0 +1,52 @@
+#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 = 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()
+{
+ // 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);
+ }
+}
diff --git a/examples/core/resources/distortion.fs b/examples/core/resources/distortion330.fs
index 207a0aff..15d03ccf 100644
--- a/examples/core/resources/distortion.fs
+++ b/examples/core/resources/distortion330.fs
@@ -1,10 +1,17 @@
#version 330
+// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord;
in vec4 fragColor;
-out vec4 finalColor;
+// Input uniform values
uniform sampler2D texture0;
+uniform vec4 colDiffuse;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
@@ -16,6 +23,7 @@ uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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;
@@ -26,10 +34,12 @@ void main()
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
finalColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
+ // Compute color chroma aberration
float blue = texture(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1;
float green = texture(texture0, tcGreen).g;
@@ -40,4 +50,4 @@ void main()
float red = texture(texture0, tcRed).r;
finalColor = vec4(red, green, blue, 1.0);
}
-};
+}