diff options
author | Bastiaan Olij <mux213@gmail.com> | 2018-10-01 06:51:50 +1000 |
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committer | Bastiaan Olij <mux213@gmail.com> | 2018-10-02 17:14:43 +1000 |
commit | a6df366b238d93cabc73cb37129cb8979287661a (patch) | |
tree | b948aa205acc9d9e3abeff59adfd11360b7c773e /drivers/gles3/shaders | |
parent | a16dc807e535969f041667442b328232bba0cf3e (diff) |
Moving lens distortion shader into drivers and adding GLES2 support
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/SCsub | 1 | ||||
-rw-r--r-- | drivers/gles3/shaders/lens_distorted.glsl | 64 |
2 files changed, 65 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/SCsub b/drivers/gles3/shaders/SCsub index f1811fa7b5..27fd1514e7 100644 --- a/drivers/gles3/shaders/SCsub +++ b/drivers/gles3/shaders/SCsub @@ -20,3 +20,4 @@ if 'GLES3_GLSL' in env['BUILDERS']: env.GLES3_GLSL('exposure.glsl'); env.GLES3_GLSL('tonemap.glsl'); env.GLES3_GLSL('particles.glsl'); + env.GLES3_GLSL('lens_distorted.glsl'); diff --git a/drivers/gles3/shaders/lens_distorted.glsl b/drivers/gles3/shaders/lens_distorted.glsl new file mode 100644 index 0000000000..7b9d0b347f --- /dev/null +++ b/drivers/gles3/shaders/lens_distorted.glsl @@ -0,0 +1,64 @@ +/* clang-format off */ +[vertex] + +layout(location = 0) in highp vec4 vertex_attrib; +/* clang-format on */ + +uniform vec2 offset; +uniform vec2 scale; + +out vec2 uv_interp; + +void main() { + + uv_interp = vertex_attrib.xy * 2.0 - 1.0; + + vec2 v = vertex_attrib.xy * scale + offset; + gl_Position = vec4(v, 0.0, 1.0); +} + +/* clang-format off */ +[fragment] + +uniform sampler2D source; //texunit:0 +/* clang-format on */ + +uniform vec2 eye_center; +uniform float k1; +uniform float k2; +uniform float upscale; +uniform float aspect_ratio; + +in vec2 uv_interp; + +layout(location = 0) out vec4 frag_color; + +void main() { + vec2 coords = uv_interp; + vec2 offset = coords - eye_center; + + // take aspect ratio into account + offset.y /= aspect_ratio; + + // distort + vec2 offset_sq = offset * offset; + float radius_sq = offset_sq.x + offset_sq.y; + float radius_s4 = radius_sq * radius_sq; + float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4); + offset *= distortion_scale; + + // reapply aspect ratio + offset.y *= aspect_ratio; + + // add our eye center back in + coords = offset + eye_center; + coords /= upscale; + + // and check our color + if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { + frag_color = vec4(0.0, 0.0, 0.0, 1.0); + } else { + coords = (coords + vec2(1.0)) / vec2(2.0); + frag_color = textureLod(source, coords, 0.0); + } +} |