From 5a4eb34c39e404fdd5804299111477a10dd3895d Mon Sep 17 00:00:00 2001 From: raysan5 Date: Mon, 27 Jun 2016 18:59:03 +0200 Subject: [PATCH] Corrected issue on distortion shader --- examples/core_oculus_rift.c | 4 +++- .../resources/shaders/glsl100/distortion.fs | 10 +++------ .../resources/shaders/glsl330/distortion.fs | 22 +++++++++---------- 3 files changed, 16 insertions(+), 20 deletions(-) diff --git a/examples/core_oculus_rift.c b/examples/core_oculus_rift.c index 4fe35607..95b89106 100644 --- a/examples/core_oculus_rift.c +++ b/examples/core_oculus_rift.c @@ -63,11 +63,13 @@ int main() DrawCubeWires(cubePosition, 2.0f, 2.0f, 2.0f, MAROON); DrawGrid(10, 1.0f); - + DrawDefaultBuffers(); // Process internal dynamic buffers } End3dMode(); + + DrawFPS(10, 10); EndDrawing(); //---------------------------------------------------------------------------------- diff --git a/examples/resources/shaders/glsl100/distortion.fs b/examples/resources/shaders/glsl100/distortion.fs index 3a1a45d3..19e6656a 100644 --- a/examples/resources/shaders/glsl100/distortion.fs +++ b/examples/resources/shaders/glsl100/distortion.fs @@ -44,17 +44,13 @@ 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 < 540 ? LeftLensCenter : RightLensCenter; - vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter; + vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; + vec2 ScreenCenter = fragTexCoord.x < 0.5 ? 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))) gl_FragColor = 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)); - gl_FragColor = texture2D(texture0, tc); - } + else gl_FragColor = texture2D(texture0, tc); /* // Chromatic aberration is caused when a lens can't focus every color to the same focal point. diff --git a/examples/resources/shaders/glsl330/distortion.fs b/examples/resources/shaders/glsl330/distortion.fs index e43f8451..c8777c18 100644 --- a/examples/resources/shaders/glsl330/distortion.fs +++ b/examples/resources/shaders/glsl330/distortion.fs @@ -17,6 +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); /* // Another set of default values @@ -45,25 +46,22 @@ 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 < 540 ? LeftLensCenter : RightLensCenter; - vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter; + vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; + vec2 ScreenCenter = fragTexCoord.x < 0.5 ? 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); - } + 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 - rOffset); - vec4 gValue = texture2D(texture0, fragTexCoord - gOffset); - vec4 bValue = texture2D(texture0, fragTexCoord - bOffset); + /* + vec4 rValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.x); + vec4 gValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.y); + vec4 bValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.z); + finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); */ }