From f44dfa1ef24af6ab76bcde3d34021cb046c53177 Mon Sep 17 00:00:00 2001 From: Ray Date: Thu, 16 May 2019 15:30:03 +0200 Subject: [PATCH] Implement VR distortion shader for GLSL 100 --- examples/core/core_vr_simulator.c | 8 ++- examples/core/resources/distortion100.fs | 52 +++++++++++++++++++ .../{distortion.fs => distortion330.fs} | 14 ++++- 3 files changed, 71 insertions(+), 3 deletions(-) create mode 100644 examples/core/resources/distortion100.fs rename examples/core/resources/{distortion.fs => distortion330.fs} (83%) diff --git a/examples/core/core_vr_simulator.c b/examples/core/core_vr_simulator.c index 65054b73..b79ed90e 100644 --- a/examples/core/core_vr_simulator.c +++ b/examples/core/core_vr_simulator.c @@ -11,6 +11,12 @@ #include "raylib.h" +#if defined(PLATFORM_DESKTOP) + #define GLSL_VERSION 330 +#else // PLATFORM_RPI, PLATFORM_ANDROID, PLATFORM_WEB + #define GLSL_VERSION 100 +#endif + int main() { // Initialization @@ -49,7 +55,7 @@ int main() hmd.chromaAbCorrection[3] = 0.0f; // HMD chromatic aberration correction parameter 3 // Distortion shader (uses device lens distortion and chroma) - Shader distortion = LoadShader(0, "resources/distortion.fs"); + Shader distortion = LoadShader(0, FormatText("resources/distortion%i.fs", GLSL_VERSION)); SetVrConfiguration(hmd, distortion); // Set Vr device parameters for stereo rendering diff --git a/examples/core/resources/distortion100.fs b/examples/core/resources/distortion100.fs new file mode 100644 index 00000000..6bfe252b --- /dev/null +++ b/examples/core/resources/distortion100.fs @@ -0,0 +1,52 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables +uniform vec2 leftLensCenter = vec2(0.288, 0.5); +uniform vec2 rightLensCenter = vec2(0.712, 0.5); +uniform vec2 leftScreenCenter = vec2(0.25, 0.5); +uniform vec2 rightScreenCenter = vec2(0.75, 0.5); +uniform vec2 scale = vec2(0.25, 0.45); +uniform vec2 scaleIn = vec2(4, 2.2222); +uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); +uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +void main() +{ + // Compute lens distortion + vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; + vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; + vec2 theta = (fragTexCoord - lensCenter)*scaleIn; + 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 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); + vec2 tcBlue = lensCenter + scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) + { + // Set black fragment for everything outside the lens border + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + // Compute color chroma aberration + float blue = texture2D(texture0, tcBlue).b; + vec2 tcGreen = lensCenter + scale*theta1; + float green = texture2D(texture0, tcGreen).g; + + 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/core/resources/distortion.fs b/examples/core/resources/distortion330.fs similarity index 83% rename from examples/core/resources/distortion.fs rename to examples/core/resources/distortion330.fs index 207a0aff..15d03ccf 100644 --- a/examples/core/resources/distortion.fs +++ b/examples/core/resources/distortion330.fs @@ -1,10 +1,17 @@ #version 330 +// Input vertex attributes (from vertex shader) in vec2 fragTexCoord; in vec4 fragColor; -out vec4 finalColor; +// Input uniform values uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables uniform vec2 leftLensCenter = vec2(0.288, 0.5); uniform vec2 rightLensCenter = vec2(0.712, 0.5); uniform vec2 leftScreenCenter = vec2(0.25, 0.5); @@ -16,6 +23,7 @@ uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); void main() { + // Compute lens distortion vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; vec2 theta = (fragTexCoord - lensCenter)*scaleIn; @@ -26,10 +34,12 @@ void main() if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) { + // Set black fragment for everything outside the lens border finalColor = vec4(0.0, 0.0, 0.0, 1.0); } else { + // Compute color chroma aberration float blue = texture(texture0, tcBlue).b; vec2 tcGreen = lensCenter + scale*theta1; float green = texture(texture0, tcGreen).g; @@ -40,4 +50,4 @@ void main() float red = texture(texture0, tcRed).r; finalColor = vec4(red, green, blue, 1.0); } -}; +}