raylib/src/shader_distortion.h

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// Vertex shader definition to embed, no external file required
static const char vDistortionShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"attribute vec3 vertexPosition; \n"
"attribute vec2 vertexTexCoord; \n"
"attribute vec4 vertexColor; \n"
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec3 vertexPosition; \n"
"in vec2 vertexTexCoord; \n"
"in vec4 vertexColor; \n"
"out vec2 fragTexCoord; \n"
"out vec4 fragColor; \n"
#endif
"uniform mat4 mvpMatrix; \n"
"void main() \n"
"{ \n"
" fragTexCoord = vertexTexCoord; \n"
" fragColor = vertexColor; \n"
" gl_Position = mvpMatrix*vec4(vertexPosition, 1.0); \n"
"} \n";
// Fragment shader definition to embed, no external file required
static const char fDistortionShaderStr[] =
#if defined(GRAPHICS_API_OPENGL_21)
"#version 120 \n"
#elif defined(GRAPHICS_API_OPENGL_ES2)
"#version 100 \n"
"precision mediump float; \n" // precision required for OpenGL ES2 (WebGL)
#endif
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
"varying vec2 fragTexCoord; \n"
"varying vec4 fragColor; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
"#version 330 \n"
"in vec2 fragTexCoord; \n"
"in vec4 fragColor; \n"
"out vec4 finalColor; \n"
#endif
"uniform sampler2D texture0; \n"
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#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 rightLensCenter = vec2(0.712, 0.5); \n"
"uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
"uniform vec2 rightScreenCenter = vec2(0.75, 0.5); \n"
"uniform vec2 scale = vec2(0.25, 0.45); \n"
"uniform vec2 scaleIn = vec2(4, 2.2222); \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"
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#endif
"void main() \n"
"{ \n"
" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
" vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n"
" vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n"
" float rSq = theta.x*theta.x + theta.y*theta.y; \n"
" vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n"
" vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \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"
" { \n"
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#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"
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#endif
" } \n"
" else \n"
" { \n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" float blue = texture2D(texture0, tcBlue).b; \n"
" vec2 tcGreen = lensCenter + scale*theta1; \n"
" float green = texture2D(texture0, tcGreen).g; \n"
#elif defined(GRAPHICS_API_OPENGL_33)
" float blue = texture(texture0, tcBlue).b; \n"
" vec2 tcGreen = lensCenter + scale*theta1; \n"
" float green = texture(texture0, tcGreen).g; \n"
#endif
" vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n"
" vec2 tcRed = lensCenter + scale*thetaRed; \n"
#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
" float red = texture2D(texture0, tcRed).r; \n"
" gl_FragColor = vec4(red, green, blue, 1.0); \n"
#elif defined(GRAPHICS_API_OPENGL_33)
" float red = texture(texture0, tcRed).r; \n"
" finalColor = vec4(red, green, blue, 1.0); \n"
#endif
" } \n"
"} \n";