From 884e13ac2faea7ea91af1fa5a4c1cfaf44dfb4af Mon Sep 17 00:00:00 2001 From: raysan5 Date: Fri, 8 Jul 2016 20:32:06 +0200 Subject: Updated VR support -IN PROGRESS- - Embedded VR distortion shader - Ready to support multiple VR devices - Fallback to VR Simulator if device not ready - Support mono rendering over stereo rendering --- examples/resources/shaders/glsl100/distortion.fs | 20 ++++---------------- examples/resources/shaders/glsl330/distortion.fs | 21 ++++----------------- 2 files changed, 8 insertions(+), 33 deletions(-) (limited to 'examples/resources') diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs index a0a6cc18..f19c88ae 100644 --- a/examples/resources/shaders/glsl100/distortion.fs +++ b/examples/resources/shaders/glsl100/distortion.fs @@ -8,28 +8,16 @@ varying vec2 fragTexCoord; // Input uniform values uniform sampler2D texture0; -// NOTE: Add here your custom variables +// NOTE: Default parameters for Oculus Rift device 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); +const vec2 Scale = vec2(0.25, 0.45); +const vec2 ScaleIn = vec2(4.0, 2.2222); +const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); -/* -// 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} -*/ - void main() { // The following two variables need to be set per eye diff --git a/examples/resources/shaders/glsl330/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs index 62856341..635b86ac 100644 --- a/examples/resources/shaders/glsl330/distortion.fs +++ b/examples/resources/shaders/glsl330/distortion.fs @@ -9,29 +9,16 @@ uniform sampler2D texture0; // Output fragment color out vec4 finalColor; -// NOTE: Add here your custom variables +// NOTE: Default parameters for Oculus Rift device const vec2 LeftLensCenter = vec2(0.288, 0.5); const vec2 RightLensCenter = vec2(0.712, 0.5); const vec2 LeftScreenCenter = vec2(0.25, 0.5); const vec2 RightScreenCenter = vec2(0.75, 0.5); -uniform vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845); -uniform vec2 ScaleIn = vec2(4, 2.2222); - -const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0); +const vec2 Scale = vec2(0.25, 0.45); +const vec2 ScaleIn = vec2(4.0, 2.2222); +const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); -/* -// 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} -*/ - void main() { // The following two variables need to be set per eye -- cgit v1.2.3