diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs index 19e6656a..d7b687bf 100644 --- a/examples/resources/shaders/glsl100/distortion.fs +++ b/examples/resources/shaders/glsl100/distortion.fs @@ -29,36 +29,37 @@ Right Screen Center = {0.75, 0.5, 0, 0} 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); - - return LensCenter + Scale*rvector; -} - void main() { - // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081 - // The following two variables need to be set per eye vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; + + // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) + vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1] + 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 tc = LensCenter + Scale*theta1; + + // Detect whether blue texture coordinates are out of range since these will scaled out the furthest + vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq); + vec2 tcBlue = LensCenter + Scale*thetaBlue; - vec2 tc = HmdWarp(fragTexCoord, LensCenter); + if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + else + { + // Do blue texture lookup + float blue = texture2D(texture0, tcBlue).b; - if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); - else gl_FragColor = texture2D(texture0, tc); - - /* - // Chromatic aberration is caused when a lens can't focus every color to the same focal point. - // A simple way to fake this effect, and render it as a quick full-screen post-process, - // is to apply an offset to each color channel in a fragment shader. - vec4 rValue = texture2D(texture0, fragTexCoord - rOffset); - vec4 gValue = texture2D(texture0, fragTexCoord - gOffset); - vec4 bValue = texture2D(texture0, fragTexCoord - bOffset); - finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); - */ + // Do green lookup (no scaling) + vec2 tcGreen = LensCenter + Scale*theta1; + float green = texture2D(texture0, tcGreen).g; + + // Do red scale and lookup + 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); + } } diff --git a/examples/resources/shaders/glsl330/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs index c8777c18..4cd9937f 100644 --- a/examples/resources/shaders/glsl330/distortion.fs +++ b/examples/resources/shaders/glsl330/distortion.fs @@ -17,7 +17,7 @@ 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 vec4 ChromaAbCorrection = vec4(0.99599999, -0.0040000002, 1.0140001, 0.0); +const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); /* // Another set of default values @@ -31,37 +31,38 @@ Right Screen Center = {0.75, 0.5, 0, 0} 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); - - return LensCenter + Scale*rvector; -} - void main() { - // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081 - // The following two variables need to be set per eye vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; + + // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) + vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1] + 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 tc = LensCenter + Scale*theta1; + + // Detect whether blue texture coordinates are out of range since these will scaled out the furthest + vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq); + vec2 tcBlue = LensCenter + Scale*thetaBlue; - vec2 tc = HmdWarp(fragTexCoord, LensCenter); + if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0); + else + { + // Do blue texture lookup + float blue = texture(texture0, tcBlue).b; - 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 finalColor = texture2D(texture0, tc); - - // Chromatic aberration is caused when a lens can't focus every color to the same focal point. - // A simple way to fake this effect, and render it as a quick full-screen post-process, - // is to apply an offset to each color channel in a fragment shader. - /* - vec4 rValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.x); - vec4 gValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.y); - vec4 bValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.z); + // Do green lookup (no scaling) + vec2 tcGreen = LensCenter + Scale*theta1; + float green = texture(texture0, tcGreen).g; + + // Do red scale and lookup + vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); + vec2 tcRed = LensCenter + Scale*thetaRed; + float red = texture(texture0, tcRed).r; - finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); - */ + finalColor = vec4(red, green, blue, 1.0); + } } +