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| author | Ray <raysan5@gmail.com> | 2016-06-08 18:48:25 +0200 |
|---|---|---|
| committer | Ray <raysan5@gmail.com> | 2016-06-08 18:48:25 +0200 |
| commit | 2d90cc59b6a338f9745dc1be398f8d8bef3f47bf (patch) | |
| tree | 3fa6846feb37b13cc4b734ae82195413ae2e5ed9 /examples | |
| parent | 5576dea00b54421f96babbdcc7c672ded620455e (diff) | |
| download | raylib-2d90cc59b6a338f9745dc1be398f8d8bef3f47bf.tar.gz raylib-2d90cc59b6a338f9745dc1be398f8d8bef3f47bf.zip | |
Update distortion.fs
Diffstat (limited to 'examples')
| -rw-r--r-- | examples/oculus_glfw_sample/distortion.fs | 21 |
1 files changed, 8 insertions, 13 deletions
diff --git a/examples/oculus_glfw_sample/distortion.fs b/examples/oculus_glfw_sample/distortion.fs index a9932651..cd5951fe 100644 --- a/examples/oculus_glfw_sample/distortion.fs +++ b/examples/oculus_glfw_sample/distortion.fs @@ -33,11 +33,11 @@ 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); + 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; + return LensCenter + Scale*rvector; } void main() @@ -48,17 +48,12 @@ void main() vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter; vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter; - //vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering - vec2 tc = HmdWarp(fragTexCoord, LensCenter); - if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) - { - gl_FragColor = vec4(vec3(0.0), 1.0); - } + 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)); //Uncomment if using BGE's built-in stereo rendering - gl_FragColor = texture2D(texture0, tc); + //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); + finalColor = texture2D(texture0, tc); } -}
\ No newline at end of file +} |
