// 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" #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" #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" #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" #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";