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| author | raysan5 <raysan5@gmail.com> | 2016-07-16 19:52:32 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-07-16 19:52:32 +0200 |
| commit | 0ba349bdf219fb7789ee90b72c5d6b92be6340cf (patch) | |
| tree | 0fdf1242a5a031def32ca8a37724e4172bc191af /examples/oculus_glfw_sample/distortion.fs | |
| parent | 35bda8980f632203f98122b3f9da3d1d984f35c5 (diff) | |
| download | raylib-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.fs | 59 |
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); - } -} |
