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| author | Ray <[email protected]> | 2017-04-04 01:54:49 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2017-04-04 01:54:49 +0200 |
| commit | dd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8 (patch) | |
| tree | 724f11991d301fc8bfd01ccd13321f66d8969329 /examples/resources/shaders/glsl100/distortion.fs | |
| parent | 5a230659ef39c6eb3bdb5412ca6e1bfc9eeda98e (diff) | |
| download | raylib-dd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8.tar.gz raylib-dd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8.zip | |
Reorganize examples folder
Diffstat (limited to 'examples/resources/shaders/glsl100/distortion.fs')
| -rw-r--r-- | examples/resources/shaders/glsl100/distortion.fs | 54 |
1 files changed, 0 insertions, 54 deletions
diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs deleted file mode 100644 index 50116ce0..00000000 --- a/examples/resources/shaders/glsl100/distortion.fs +++ /dev/null @@ -1,54 +0,0 @@ -#version 100 - -precision mediump float; - -// Input vertex attributes (from vertex shader) -varying vec2 fragTexCoord; - -// Input uniform values -uniform sampler2D texture0; - -// NOTE: Default parameters for Oculus Rift DK2 device -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); -const vec2 ScaleIn = vec2(4.0, 2.5); -const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); -const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); - -void main() -{ - // The following two variables need to be set per eye - vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; - vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; - - // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) - vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1] - 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 tc = LensCenter + Scale*theta1; - - // Detect whether blue texture coordinates are out of range since these will scaled out the furthest - 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))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); - else - { - // Do blue texture lookup - float blue = texture2D(texture0, tcBlue).b; - - // Do green lookup (no scaling) - vec2 tcGreen = LensCenter + Scale*theta1; - float green = texture2D(texture0, tcGreen).g; - - // Do red scale and lookup - 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); - } -} |
