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authorraysan5 <raysan5@gmail.com>2016-07-16 19:52:32 +0200
committerraysan5 <raysan5@gmail.com>2016-07-16 19:52:32 +0200
commit0ba349bdf219fb7789ee90b72c5d6b92be6340cf (patch)
tree0fdf1242a5a031def32ca8a37724e4172bc191af /examples/oculus_glfw_sample/distortion.fs
parent35bda8980f632203f98122b3f9da3d1d984f35c5 (diff)
downloadraylib-0ba349bdf219fb7789ee90b72c5d6b92be6340cf.tar.gz
raylib-0ba349bdf219fb7789ee90b72c5d6b92be6340cf.zip
Removed oculus glfw sample (already on raylib)
Replaced by example rlgl_oculus_rift
Diffstat (limited to 'examples/oculus_glfw_sample/distortion.fs')
-rw-r--r--examples/oculus_glfw_sample/distortion.fs59
1 files changed, 0 insertions, 59 deletions
diff --git a/examples/oculus_glfw_sample/distortion.fs b/examples/oculus_glfw_sample/distortion.fs
deleted file mode 100644
index cd5951fe..00000000
--- a/examples/oculus_glfw_sample/distortion.fs
+++ /dev/null
@@ -1,59 +0,0 @@
-#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(0.2863248, 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);
-
-/*
-// 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}
-*/
-
-// Scales input texture coordinates for distortion.
-vec2 HmdWarp(vec2 in01, vec2 LensCenter)
-{
- vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
- float rSq = theta.x*theta.x + theta.y*theta.y;
- vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
-
- return LensCenter + Scale*rvector;
-}
-
-void main()
-{
- // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
-
- // The following two variables need to be set per eye
- vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
- vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
-
- vec2 tc = HmdWarp(fragTexCoord, LensCenter);
-
- if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
- else
- {
- //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
- finalColor = texture2D(texture0, tc);
- }
-}