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Update distortion.fs

pull/129/merge
Ray 8 years ago
parent
commit
2d90cc59b6
1 changed files with 8 additions and 13 deletions
  1. +8
    -13
      examples/oculus_glfw_sample/distortion.fs

+ 8
- 13
examples/oculus_glfw_sample/distortion.fs View File

@ -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 + nf">Scale * rvector;
return LensCenter + err">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 - 0.5nf">)); //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);
}
}
}

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