Corrected issue on distortion shader

This commit is contained in:
raysan5 2016-06-27 18:59:03 +02:00
parent c4922c9e88
commit 5a4eb34c39
3 changed files with 16 additions and 20 deletions

View File

@ -69,6 +69,8 @@ int main()
End3dMode();
DrawFPS(10, 10);
EndDrawing();
//----------------------------------------------------------------------------------
}

View File

@ -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.

View File

@ -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);
*/
}