Implement VR distortion shader for GLSL 100

This commit is contained in:
Ray 2019-05-16 15:30:03 +02:00
parent f1ffb3f573
commit f44dfa1ef2
3 changed files with 71 additions and 3 deletions

View file

@ -11,6 +11,12 @@
#include "raylib.h" #include "raylib.h"
#if defined(PLATFORM_DESKTOP)
#define GLSL_VERSION 330
#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
#define GLSL_VERSION 100
#endif
int main() int main()
{ {
// Initialization // Initialization
@ -49,7 +55,7 @@ int main()
hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
// Distortion shader (uses device lens distortion and chroma) // Distortion shader (uses device lens distortion and chroma)
Shader distortion = LoadShader(0, "resources/distortion.fs"); Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering

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@ -0,0 +1,52 @@
#version 100
precision mediump float;
// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
varying vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// NOTE: Add here your custom variables
uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
uniform vec2 scale = vec2(0.25, 0.45);
uniform vec2 scaleIn = vec2(4, 2.2222);
uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
void main()
{
// Compute lens distortion
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
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 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
vec2 tcBlue = lensCenter + scale*thetaBlue;
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
{
// Set black fragment for everything outside the lens border
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
}
else
{
// Compute color chroma aberration
float blue = texture2D(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1;
float green = texture2D(texture0, tcGreen).g;
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);
}
}

View file

@ -1,10 +1,17 @@
#version 330 #version 330
// Input vertex attributes (from vertex shader)
in vec2 fragTexCoord; in vec2 fragTexCoord;
in vec4 fragColor; in vec4 fragColor;
// Input uniform values
uniform sampler2D texture0;
uniform vec4 colDiffuse;
// Output fragment color
out vec4 finalColor; out vec4 finalColor;
uniform sampler2D texture0; // NOTE: Add here your custom variables
uniform vec2 leftLensCenter = vec2(0.288, 0.5); uniform vec2 leftLensCenter = vec2(0.288, 0.5);
uniform vec2 rightLensCenter = vec2(0.712, 0.5); uniform vec2 rightLensCenter = vec2(0.712, 0.5);
uniform vec2 leftScreenCenter = vec2(0.25, 0.5); uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
@ -16,6 +23,7 @@ uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
void main() void main()
{ {
// Compute lens distortion
vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
vec2 theta = (fragTexCoord - lensCenter)*scaleIn; vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
@ -26,10 +34,12 @@ void main()
if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
{ {
// Set black fragment for everything outside the lens border
finalColor = vec4(0.0, 0.0, 0.0, 1.0); finalColor = vec4(0.0, 0.0, 0.0, 1.0);
} }
else else
{ {
// Compute color chroma aberration
float blue = texture(texture0, tcBlue).b; float blue = texture(texture0, tcBlue).b;
vec2 tcGreen = lensCenter + scale*theta1; vec2 tcGreen = lensCenter + scale*theta1;
float green = texture(texture0, tcGreen).g; float green = texture(texture0, tcGreen).g;
@ -40,4 +50,4 @@ void main()
float red = texture(texture0, tcRed).r; float red = texture(texture0, tcRed).r;
finalColor = vec4(red, green, blue, 1.0); finalColor = vec4(red, green, blue, 1.0);
} }
}; }