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authorRay <raysan5@gmail.com>2016-06-08 18:48:25 +0200
committerRay <raysan5@gmail.com>2016-06-08 18:48:25 +0200
commit2d90cc59b6a338f9745dc1be398f8d8bef3f47bf (patch)
tree3fa6846feb37b13cc4b734ae82195413ae2e5ed9 /examples
parent5576dea00b54421f96babbdcc7c672ded620455e (diff)
downloadraylib-2d90cc59b6a338f9745dc1be398f8d8bef3f47bf.tar.gz
raylib-2d90cc59b6a338f9745dc1be398f8d8bef3f47bf.zip
Update distortion.fs
Diffstat (limited to 'examples')
-rw-r--r--examples/oculus_glfw_sample/distortion.fs21
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
+}