mirror of https://github.com/raysan5/raylib
Corrected issue on distortion shader
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@ -63,11 +63,13 @@ int main()
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DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON);
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DrawGrid(10, 1.0f);
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DrawDefaultBuffers(); // Process internal dynamic buffers
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}
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End3dMode();
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DrawFPS(10, 10);
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EndDrawing();
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//----------------------------------------------------------------------------------
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@ -44,17 +44,13 @@ void main()
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// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
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// The following two variables need to be set per eye
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vec2 LensCenter = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
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vec2 tc = HmdWarp(fragTexCoord, LensCenter);
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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);
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else
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{
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
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gl_FragColor = texture2D(texture0, tc);
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}
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else gl_FragColor = texture2D(texture0, tc);
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/*
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// Chromatic aberration is caused when a lens can't focus every color to the same focal point.
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@ -17,6 +17,7 @@ const vec2 RightScreenCenter = vec2(0.75, 0.5);
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const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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const vec2 ScaleIn = vec2(4, 2.2222);
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const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
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const vec4 ChromaAbCorrection = vec4(0.99599999, -0.0040000002, 1.0140001, 0.0);
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/*
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// Another set of default values
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@ -45,25 +46,22 @@ void main()
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// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
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// The following two variables need to be set per eye
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vec2 LensCenter = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
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vec2 tc = HmdWarp(fragTexCoord, LensCenter);
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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);
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else
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{
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
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finalColor = texture2D(texture0, tc);
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}
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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);
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else finalColor = texture2D(texture0, tc);
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/*
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// Chromatic aberration is caused when a lens can't focus every color to the same focal point.
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// A simple way to fake this effect, and render it as a quick full-screen post-process,
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// is to apply an offset to each color channel in a fragment shader.
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vec4 rValue = texture2D(texture0, fragTexCoord - rOffset);
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vec4 gValue = texture2D(texture0, fragTexCoord - gOffset);
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vec4 bValue = texture2D(texture0, fragTexCoord - bOffset);
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/*
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vec4 rValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.x);
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vec4 gValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.y);
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vec4 bValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.z);
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finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
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*/
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}
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