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| author | raysan5 <raysan5@gmail.com> | 2016-06-27 19:18:53 +0200 |
|---|---|---|
| committer | raysan5 <raysan5@gmail.com> | 2016-06-27 19:18:53 +0200 |
| commit | 6fbf6a1c234ab7db9b975109c3c2138f83684442 (patch) | |
| tree | 5aa8bd813e0061069a84d48a764af1086d6b0e3b /examples/resources/shaders/glsl100 | |
| parent | 5a4eb34c39e404fdd5804299111477a10dd3895d (diff) | |
| download | raylib-6fbf6a1c234ab7db9b975109c3c2138f83684442.tar.gz raylib-6fbf6a1c234ab7db9b975109c3c2138f83684442.zip | |
Redesigned distortion shader, added chromatic aberration
Diffstat (limited to 'examples/resources/shaders/glsl100')
| -rw-r--r-- | examples/resources/shaders/glsl100/distortion.fs | 51 |
1 files changed, 26 insertions, 25 deletions
diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs index 19e6656a..d7b687bf 100644 --- a/examples/resources/shaders/glsl100/distortion.fs +++ b/examples/resources/shaders/glsl100/distortion.fs @@ -29,36 +29,37 @@ 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 = 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; - vec2 tc = HmdWarp(fragTexCoord, LensCenter); + 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; - if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); - else gl_FragColor = texture2D(texture0, tc); - - /* - // Chromatic aberration is caused when a lens can't focus every color to the same focal point. - // A simple way to fake this effect, and render it as a quick full-screen post-process, - // is to apply an offset to each color channel in a fragment shader. - vec4 rValue = texture2D(texture0, fragTexCoord - rOffset); - vec4 gValue = texture2D(texture0, fragTexCoord - gOffset); - vec4 bValue = texture2D(texture0, fragTexCoord - bOffset); - finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); - */ + // 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); + } } |
