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| author | Ray <[email protected]> | 2018-07-16 17:53:47 +0200 |
|---|---|---|
| committer | Ray <[email protected]> | 2018-07-16 17:53:47 +0200 |
| commit | 096fd6f2c3d56214fecf17c4f60df79801dfbffe (patch) | |
| tree | b560a62e5f9b5aecd9e2cb7a6ea1de9e2b2c9880 /src/shader_distortion.h | |
| parent | 40551958dd94ae19fb30225d1c180aaa82e39d7c (diff) | |
| download | raylib-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.h | 106 |
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"; |
