Implement VR distortion shader for GLSL 100
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3 changed files with 71 additions and 3 deletions
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@ -11,6 +11,12 @@
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#include "raylib.h"
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#if defined(PLATFORM_DESKTOP)
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#define GLSL_VERSION 330
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#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB
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#define GLSL_VERSION 100
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#endif
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int main()
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{
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// Initialization
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@ -49,7 +55,7 @@ int main()
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hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3
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// Distortion shader (uses device lens distortion and chroma)
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Shader distortion = LoadShader(0, "resources/distortion.fs");
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Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION));
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SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering
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52
examples/core/resources/distortion100.fs
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examples/core/resources/distortion100.fs
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add here your custom variables
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uniform vec2 leftLensCenter = vec2(0.288, 0.5);
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uniform vec2 rightLensCenter = vec2(0.712, 0.5);
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uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
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uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
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uniform vec2 scale = vec2(0.25, 0.45);
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uniform vec2 scaleIn = vec2(4, 2.2222);
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uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
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uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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void main()
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{
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// Compute lens distortion
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vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
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vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
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vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq);
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vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
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vec2 tcBlue = lensCenter + scale*thetaBlue;
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if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
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{
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// Set black fragment for everything outside the lens border
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else
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{
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// Compute color chroma aberration
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float blue = texture2D(texture0, tcBlue).b;
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vec2 tcGreen = lensCenter + scale*theta1;
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float green = texture2D(texture0, tcGreen).g;
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vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
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vec2 tcRed = lensCenter + scale*thetaRed;
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float red = texture2D(texture0, tcRed).r;
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gl_FragColor = vec4(red, green, blue, 1.0);
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}
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}
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@ -1,10 +1,17 @@
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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uniform sampler2D texture0;
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// NOTE: Add here your custom variables
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uniform vec2 leftLensCenter = vec2(0.288, 0.5);
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uniform vec2 rightLensCenter = vec2(0.712, 0.5);
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uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
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@ -16,6 +23,7 @@ uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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void main()
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{
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// Compute lens distortion
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vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
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vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
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vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
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@ -26,10 +34,12 @@ void main()
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if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
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{
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// Set black fragment for everything outside the lens border
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else
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{
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// Compute color chroma aberration
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float blue = texture(texture0, tcBlue).b;
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vec2 tcGreen = lensCenter + scale*theta1;
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float green = texture(texture0, tcGreen).g;
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@ -40,4 +50,4 @@ void main()
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float red = texture(texture0, tcRed).r;
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finalColor = vec4(red, green, blue, 1.0);
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}
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};
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}
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