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| author | victorfisac <[email protected]> | 2016-07-05 11:57:05 +0200 |
|---|---|---|
| committer | victorfisac <[email protected]> | 2016-07-05 11:57:05 +0200 |
| commit | 1aecd5be072083e27e4289499865b5681f1ea656 (patch) | |
| tree | 808159aa95df9b2be5509d83791aa6cad4ddf6b8 /examples/resources | |
| parent | 1b0996fb0bcf68e2a14bc6260c6f2c5366ab033f (diff) | |
| parent | 2ff2096b36d80078cbda5e61ff77d7fedeeeaeb5 (diff) | |
| download | raylib-1aecd5be072083e27e4289499865b5681f1ea656.tar.gz raylib-1aecd5be072083e27e4289499865b5681f1ea656.zip | |
Merge remote-tracking branch 'refs/remotes/raysan5/develop' into develop
Diffstat (limited to 'examples/resources')
| -rw-r--r-- | examples/resources/shaders/glsl100/distortion.fs | 66 | ||||
| -rw-r--r-- | examples/resources/shaders/glsl330/distortion.fs | 69 | ||||
| -rw-r--r-- | examples/resources/shaders/standard.fs | 155 | ||||
| -rw-r--r-- | examples/resources/shaders/standard.vs | 23 |
4 files changed, 135 insertions, 178 deletions
diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs new file mode 100644 index 00000000..a0a6cc18 --- /dev/null +++ b/examples/resources/shaders/glsl100/distortion.fs @@ -0,0 +1,66 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; + +// Input uniform values +uniform sampler2D texture0; + +// 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); +const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +/* +// 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} +*/ + +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); + } +} diff --git a/examples/resources/shaders/glsl330/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs new file mode 100644 index 00000000..62856341 --- /dev/null +++ b/examples/resources/shaders/glsl330/distortion.fs @@ -0,0 +1,69 @@ +#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(0.288, 0.5); +const vec2 RightLensCenter = vec2(0.712, 0.5); +const vec2 LeftScreenCenter = vec2(0.25, 0.5); +const vec2 RightScreenCenter = vec2(0.75, 0.5); +uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845); +uniform vec2 ScaleIn = vec2(4, 2.2222); + +const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0); +const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +/* +// 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} +*/ + +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))) finalColor = vec4(0.0, 0.0, 0.0, 1.0); + else + { + // Do blue texture lookup + float blue = texture(texture0, tcBlue).b; + + // Do green lookup (no scaling) + vec2 tcGreen = LensCenter + Scale*theta1; + float green = texture(texture0, tcGreen).g; + + // Do red scale and lookup + 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); + } +} + diff --git a/examples/resources/shaders/standard.fs b/examples/resources/shaders/standard.fs deleted file mode 100644 index e5a6d1bc..00000000 --- a/examples/resources/shaders/standard.fs +++ /dev/null @@ -1,155 +0,0 @@ -#version 330 - -in vec3 fragPosition; -in vec2 fragTexCoord; -in vec4 fragColor; -in vec3 fragNormal; - -out vec4 finalColor; - -uniform sampler2D texture0; -uniform sampler2D texture1; -uniform sampler2D texture2; - -uniform vec4 colAmbient; -uniform vec4 colDiffuse; -uniform vec4 colSpecular; -uniform float glossiness; - -uniform int useNormal; -uniform int useSpecular; - -uniform mat4 modelMatrix; -uniform vec3 viewDir; - -struct Light { - int enabled; - int type; - vec3 position; - vec3 direction; - vec4 diffuse; - float intensity; - float radius; - float coneAngle; -}; - -const int maxLights = 8; -uniform int lightsCount; -uniform Light lights[maxLights]; - -vec3 CalcPointLight(Light l, vec3 n, vec3 v, float s) -{ - vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); - vec3 surfaceToLight = l.position - surfacePos; - - // Diffuse shading - float brightness = clamp(dot(n, surfaceToLight)/(length(surfaceToLight)*length(n)), 0, 1); - float diff = 1.0/dot(surfaceToLight/l.radius, surfaceToLight/l.radius)*brightness*l.intensity; - - // Specular shading - float spec = 0.0; - if (diff > 0.0) - { - vec3 h = normalize(-l.direction + v); - spec = pow(dot(n, h), 3 + glossiness)*s; - } - - return (diff*l.diffuse.rgb + spec*colSpecular.rgb); -} - -vec3 CalcDirectionalLight(Light l, vec3 n, vec3 v, float s) -{ - vec3 lightDir = normalize(-l.direction); - - // Diffuse shading - float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; - - // Specular shading - float spec = 0.0; - if (diff > 0.0) - { - vec3 h = normalize(lightDir + v); - spec = pow(dot(n, h), 3 + glossiness)*s; - } - - // Combine results - return (diff*l.intensity*l.diffuse.rgb + spec*colSpecular.rgb); -} - -vec3 CalcSpotLight(Light l, vec3 n, vec3 v, float s) -{ - vec3 surfacePos = vec3(modelMatrix*vec4(fragPosition, 1)); - vec3 lightToSurface = normalize(surfacePos - l.position); - vec3 lightDir = normalize(-l.direction); - - // Diffuse shading - float diff = clamp(dot(n, lightDir), 0.0, 1.0)*l.intensity; - - // Spot attenuation - float attenuation = clamp(dot(n, lightToSurface), 0.0, 1.0); - attenuation = dot(lightToSurface, -lightDir); - - float lightToSurfaceAngle = degrees(acos(attenuation)); - if (lightToSurfaceAngle > l.coneAngle) attenuation = 0.0; - - float falloff = (l.coneAngle - lightToSurfaceAngle)/l.coneAngle; - - // Combine diffuse and attenuation - float diffAttenuation = diff*attenuation; - - // Specular shading - float spec = 0.0; - if (diffAttenuation > 0.0) - { - vec3 h = normalize(lightDir + v); - spec = pow(dot(n, h), 3 + glossiness)*s; - } - - return (falloff*(diffAttenuation*l.diffuse.rgb + spec*colSpecular.rgb)); -} - -void main() -{ - // Calculate fragment normal in screen space - // NOTE: important to multiply model matrix by fragment normal to apply model transformation (rotation and scale) - mat3 normalMatrix = transpose(inverse(mat3(modelMatrix))); - vec3 normal = normalize(normalMatrix*fragNormal); - - // Normalize normal and view direction vectors - vec3 n = normalize(normal); - vec3 v = normalize(viewDir); - - // Calculate diffuse texture color fetching - vec4 texelColor = texture(texture0, fragTexCoord); - vec3 lighting = colAmbient.rgb; - - // Calculate normal texture color fetching or set to maximum normal value by default - if (useNormal == 1) - { - n *= texture(texture1, fragTexCoord).rgb; - n = normalize(n); - } - - // Calculate specular texture color fetching or set to maximum specular value by default - float spec = 1.0; - if (useSpecular == 1) spec *= normalize(texture(texture2, fragTexCoord).r); - - for (int i = 0; i < lightsCount; i++) - { - // Check if light is enabled - if (lights[i].enabled == 1) - { - // Calculate lighting based on light type - switch (lights[i].type) - { - case 0: lighting += CalcPointLight(lights[i], n, v, spec); break; - case 1: lighting += CalcDirectionalLight(lights[i], n, v, spec); break; - case 2: lighting += CalcSpotLight(lights[i], n, v, spec); break; - default: break; - } - } - } - - // Calculate final fragment color - finalColor = vec4(texelColor.rgb*lighting*colDiffuse.rgb, texelColor.a*colDiffuse.a); -} diff --git a/examples/resources/shaders/standard.vs b/examples/resources/shaders/standard.vs deleted file mode 100644 index fc0a5ff4..00000000 --- a/examples/resources/shaders/standard.vs +++ /dev/null @@ -1,23 +0,0 @@ -#version 330 - -in vec3 vertexPosition; -in vec3 vertexNormal; -in vec2 vertexTexCoord; -in vec4 vertexColor; - -out vec3 fragPosition; -out vec2 fragTexCoord; -out vec4 fragColor; -out vec3 fragNormal; - -uniform mat4 mvpMatrix; - -void main() -{ - fragPosition = vertexPosition; - fragTexCoord = vertexTexCoord; - fragColor = vertexColor; - fragNormal = vertexNormal; - - gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); -}
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