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authorRay <[email protected]>2018-07-16 17:53:47 +0200
committerRay <[email protected]>2018-07-16 17:53:47 +0200
commit096fd6f2c3d56214fecf17c4f60df79801dfbffe (patch)
treeb560a62e5f9b5aecd9e2cb7a6ea1de9e2b2c9880 /src/shader_distortion.h
parent40551958dd94ae19fb30225d1c180aaa82e39d7c (diff)
downloadraylib-096fd6f2c3d56214fecf17c4f60df79801dfbffe.tar.gz
raylib-096fd6f2c3d56214fecf17c4f60df79801dfbffe.zip
Converted rlgl module in header-only
This change allows rlgl.h usage as independent single-file header-only module... still some tweaks required, like removing GLAD dependency... required extensions could be manually loaded! Also removed shader_distortion.h, embedded in rlgl.h
Diffstat (limited to 'src/shader_distortion.h')
-rw-r--r--src/shader_distortion.h106
1 files changed, 0 insertions, 106 deletions
diff --git a/src/shader_distortion.h b/src/shader_distortion.h
deleted file mode 100644
index 3b37c630..00000000
--- a/src/shader_distortion.h
+++ /dev/null
@@ -1,106 +0,0 @@
-
-// Vertex shader definition to embed, no external file required
-static const char distortionVShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-"#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-"#version 100 \n"
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"attribute vec3 vertexPosition; \n"
-"attribute vec2 vertexTexCoord; \n"
-"attribute vec4 vertexColor; \n"
-"varying vec2 fragTexCoord; \n"
-"varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"#version 330 \n"
-"in vec3 vertexPosition; \n"
-"in vec2 vertexTexCoord; \n"
-"in vec4 vertexColor; \n"
-"out vec2 fragTexCoord; \n"
-"out vec4 fragColor; \n"
-#endif
-"uniform mat4 mvp; \n"
-"void main() \n"
-"{ \n"
-" fragTexCoord = vertexTexCoord; \n"
-" fragColor = vertexColor; \n"
-" gl_Position = mvp*vec4(vertexPosition, 1.0); \n"
-"} \n";
-
-// Fragment shader definition to embed, no external file required
-static const char distortionFShaderStr[] =
-#if defined(GRAPHICS_API_OPENGL_21)
-"#version 120 \n"
-#elif defined(GRAPHICS_API_OPENGL_ES2)
-"#version 100 \n"
-"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
-#endif
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"varying vec2 fragTexCoord; \n"
-"varying vec4 fragColor; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"#version 330 \n"
-"in vec2 fragTexCoord; \n"
-"in vec4 fragColor; \n"
-"out vec4 finalColor; \n"
-#endif
-"uniform sampler2D texture0; \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-"uniform vec2 leftLensCenter; \n"
-"uniform vec2 rightLensCenter; \n"
-"uniform vec2 leftScreenCenter; \n"
-"uniform vec2 rightScreenCenter; \n"
-"uniform vec2 scale; \n"
-"uniform vec2 scaleIn; \n"
-"uniform vec4 hmdWarpParam; \n"
-"uniform vec4 chromaAbParam; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-"uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
-"uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
-"uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
-"uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n"
-"uniform vec2 scale = vec2(0.25, 0.45); \n"
-"uniform vec2 scaleIn = vec2(4, 2.2222); \n"
-"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
-"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
-#endif
-"void main() \n"
-"{ \n"
-" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
-" vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
-" vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
-" float rSq = theta.x*theta.x + theta.y*theta.y; \n"
-" vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
-" vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n"
-" vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
-" if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
-" { \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-" finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
-#endif
-" } \n"
-" else \n"
-" { \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" float blue = texture2D(texture0, tcBlue).b; \n"
-" vec2 tcGreen = lensCenter + scale*theta1; \n"
-" float green = texture2D(texture0, tcGreen).g; \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-" float blue = texture(texture0, tcBlue).b; \n"
-" vec2 tcGreen = lensCenter + scale*theta1; \n"
-" float green = texture(texture0, tcGreen).g; \n"
-#endif
-" vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
-" vec2 tcRed = lensCenter + scale*thetaRed; \n"
-#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
-" float red = texture2D(texture0, tcRed).r; \n"
-" gl_FragColor = vec4(red, green, blue, 1.0); \n"
-#elif defined(GRAPHICS_API_OPENGL_33)
-" float red = texture(texture0, tcRed).r; \n"
-" finalColor = vec4(red, green, blue, 1.0); \n"
-#endif
-" } \n"
-"} \n";