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authorraysan5 <[email protected]>2016-06-08 13:29:56 +0200
committerraysan5 <[email protected]>2016-06-08 13:29:56 +0200
commitb79ede4edb522b0cc5e458c49cb45d49ec902758 (patch)
tree310a227513c2880ebd2292efd6d982027b02ccc8 /examples/oculus_glfw_sample/distortion.fs
parent70a96fff80d0fb42722788df268b0c8e77e97120 (diff)
downloadraylib-b79ede4edb522b0cc5e458c49cb45d49ec902758.tar.gz
raylib-b79ede4edb522b0cc5e458c49cb45d49ec902758.zip
Added distortion shader to render
Diffstat (limited to 'examples/oculus_glfw_sample/distortion.fs')
-rw-r--r--examples/oculus_glfw_sample/distortion.fs64
1 files changed, 64 insertions, 0 deletions
diff --git a/examples/oculus_glfw_sample/distortion.fs b/examples/oculus_glfw_sample/distortion.fs
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+#version 330
+
+// Input vertex attributes (from vertex shader)
+in vec2 fragTexCoord;
+
+// Input uniform values
+uniform sampler2D texture0;
+
+// Output fragment color
+out vec4 finalColor;
+
+// NOTE: Add here your custom variables
+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
+const vec2 RightScreenCenter = vec2(0.75, 0.5);
+const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
+const vec2 ScaleIn = vec2(4, 2.2222);
+const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
+
+/*
+// Another set of default values
+ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
+DistortionK = {1.0, 0.22, 0.24, 0}
+Scale = {0.25, 0.5*AspectRatio, 0, 0}
+ScaleIn = {4.0, 2/AspectRatio, 0, 0}
+Left Screen Center = {0.25, 0.5, 0, 0}
+Left Lens Center = {0.287994117, 0.5, 0, 0}
+Right Screen Center = {0.75, 0.5, 0, 0}
+Right Lens Center = {0.712005913, 0.5, 0, 0}
+*/
+
+// Scales input texture coordinates for distortion.
+vec2 HmdWarp(vec2 in01, vec2 LensCenter)
+{
+ vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]
+ float rSq = theta.x * theta.x + theta.y * theta.y;
+ vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
+
+ return LensCenter + Scale * rvector;
+}
+
+void main()
+{
+ // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
+
+ // The following two variables need to be set per eye
+ vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
+ vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
+
+ //vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering
+
+ vec2 tc = HmdWarp(fragTexCoord, LensCenter);
+
+ if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))
+ {
+ gl_FragColor = vec4(vec3(0.0), 1.0);
+ }
+ else
+ {
+ //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); //Uncomment if using BGE's built-in stereo rendering
+ gl_FragColor = texture2D(texture0, tc);
+ }
+} \ No newline at end of file