summaryrefslogtreecommitdiffhomepage
path: root/examples/resources/shaders/glsl100/distortion.fs
diff options
context:
space:
mode:
authorRay <[email protected]>2017-04-04 01:54:49 +0200
committerRay <[email protected]>2017-04-04 01:54:49 +0200
commitdd4dd0e87d7d215a21b8fc129cbe1adc4b96afe8 (patch)
tree724f11991d301fc8bfd01ccd13321f66d8969329 /examples/resources/shaders/glsl100/distortion.fs
parent5a230659ef39c6eb3bdb5412ca6e1bfc9eeda98e (diff)
downloadraylib-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.fs54
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);
- }
-}