diff --git a/examples/resources/shaders/base.vs b/examples/resources/shaders/base.vs new file mode 100644 index 00000000..638cb8ae --- /dev/null +++ b/examples/resources/shaders/base.vs @@ -0,0 +1,26 @@ +#version 330 + +// Input vertex attributes +in vec3 vertexPosition; +in vec2 vertexTexCoord; +in vec3 vertexNormal; +in vec4 vertexColor; + +// Input uniform values +uniform mat4 mvpMatrix; + +// Output vertex attributes (to fragment shader) +out vec2 fragTexCoord; +out vec4 fragColor; + +// NOTE: Add here your custom variables + +void main() +{ + // Send vertex attributes to fragment shader + fragTexCoord = vertexTexCoord; + fragColor = vertexColor; + + // Calculate final vertex position + gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); +} \ No newline at end of file diff --git a/examples/resources/shaders/distortion.fs b/examples/resources/shaders/distortion.fs new file mode 100644 index 00000000..cd5951fe --- /dev/null +++ b/examples/resources/shaders/distortion.fs @@ -0,0 +1,59 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; + +// Input uniform values +uniform sampler2D texture0; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables +const vec2 LeftLensCenter = vec2(0.2863248, 0.5); +const vec2 RightLensCenter = vec2(0.7136753, 0.5); +const vec2 LeftScreenCenter = vec2(0.25, 0.5); +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); + +/* +// Another set of default values +ChromaAbCorrection = {1.0, 0.0, 1.0, 0} +DistortionK = {1.0, 0.22, 0.24, 0} +Scale = {0.25, 0.5*AspectRatio, 0, 0} +ScaleIn = {4.0, 2/AspectRatio, 0, 0} +Left Screen Center = {0.25, 0.5, 0, 0} +Left Lens Center = {0.287994117, 0.5, 0, 0} +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 = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter; + vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter; + + vec2 tc = HmdWarp(fragTexCoord, LensCenter); + + 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 - 0.5)); + finalColor = texture2D(texture0, tc); + } +}