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Updated for GLSL 100

pull/132/head
raysan5 9 years ago
parent
commit
31b64d4689
1 changed files with 15 additions and 0 deletions
  1. +15
    -0
      src/shader_distortion.h

+ 15
- 0
src/shader_distortion.h View File

@ -46,6 +46,16 @@ static const char fDistortionShaderStr[] =
"out vec4 finalColor; \n" "out vec4 finalColor; \n"
#endif #endif
"uniform sampler2D texture0; \n" "uniform sampler2D texture0; \n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"uniform vec2 leftLensCenter; \n"
"uniform vec2 rightLensCenter; \n"
"uniform vec2 leftScreenCenter; \n"
"uniform vec2 rightScreenCenter; \n"
"uniform vec2 scale; \n"
"uniform vec2 scaleIn; \n"
"uniform vec4 hmdWarpParam; \n"
"uniform vec4 chromaAbParam; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n" "uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
"uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n" "uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
"uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n" "uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
@ -54,6 +64,7 @@ static const char fDistortionShaderStr[] =
"uniform vec2 scaleIn = vec2(4, 2.2222); \n" "uniform vec2 scaleIn = vec2(4, 2.2222); \n"
"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n" "uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n" "uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
#endif
"void main() \n" "void main() \n"
"{ \n" "{ \n"
" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n" " vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
@ -65,7 +76,11 @@ static const char fDistortionShaderStr[] =
" vec2 tcBlue = lensCenter + scale*thetaBlue; \n" " vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
" if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n" " if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
" { \n" " { \n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
#elif defined(GRAPHICS_API_OPENGL_33)
" finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n" " finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
#endif
" } \n" " } \n"
" else \n" " else \n"
" { \n" " { \n"

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