Redesigned distortion shader, added chromatic aberration
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@ -29,36 +29,37 @@ Right Screen Center = {0.75, 0.5, 0, 0}
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Right Lens Center = {0.712005913, 0.5, 0, 0}
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*/
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// Scales input texture coordinates for distortion.
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vec2 HmdWarp(vec2 in01, vec2 LensCenter)
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{
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vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
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return LensCenter + Scale*rvector;
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}
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void main()
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{
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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 < 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 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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// 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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finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
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*/
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// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
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vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
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//vec2 tc = LensCenter + Scale*theta1;
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// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
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vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
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vec2 tcBlue = LensCenter + Scale*thetaBlue;
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if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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else
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{
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// Do blue texture lookup
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float blue = texture2D(texture0, tcBlue).b;
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// Do green lookup (no scaling)
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vec2 tcGreen = LensCenter + Scale*theta1;
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float green = texture2D(texture0, tcGreen).g;
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// Do red scale and lookup
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vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
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vec2 tcRed = LensCenter + Scale*thetaRed;
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float red = texture2D(texture0, tcRed).r;
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gl_FragColor = vec4(red, green, blue, 1.0);
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}
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}
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@ -17,7 +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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const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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/*
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// Another set of default values
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@ -31,37 +31,38 @@ Right Screen Center = {0.75, 0.5, 0, 0}
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Right Lens Center = {0.712005913, 0.5, 0, 0}
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*/
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// Scales input texture coordinates for distortion.
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vec2 HmdWarp(vec2 in01, vec2 LensCenter)
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{
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vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
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return LensCenter + Scale*rvector;
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}
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void main()
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{
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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 < 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 finalColor = texture2D(texture0, tc);
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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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/*
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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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// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
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vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
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//vec2 tc = LensCenter + Scale*theta1;
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// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
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vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
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vec2 tcBlue = LensCenter + Scale*thetaBlue;
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finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
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*/
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if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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else
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{
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// Do blue texture lookup
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float blue = texture(texture0, tcBlue).b;
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// Do green lookup (no scaling)
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vec2 tcGreen = LensCenter + Scale*theta1;
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float green = texture(texture0, tcGreen).g;
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// Do red scale and lookup
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vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
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vec2 tcRed = LensCenter + Scale*thetaRed;
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float red = texture(texture0, tcRed).r;
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finalColor = vec4(red, green, blue, 1.0);
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}
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}
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