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 /modules/mobile_vr/shaders | |
parent | a16dc807e535969f041667442b328232bba0cf3e (diff) |
Moving lens distortion shader into drivers and adding GLES2 support
Diffstat (limited to 'modules/mobile_vr/shaders')
-rw-r--r-- | modules/mobile_vr/shaders/SCsub | 6 | ||||
-rw-r--r-- | modules/mobile_vr/shaders/lens_distorted.glsl | 62 |
2 files changed, 0 insertions, 68 deletions
diff --git a/modules/mobile_vr/shaders/SCsub b/modules/mobile_vr/shaders/SCsub deleted file mode 100644 index 97a3598598..0000000000 --- a/modules/mobile_vr/shaders/SCsub +++ /dev/null @@ -1,6 +0,0 @@ -#!/usr/bin/env python - -Import('env') - -if 'GLES3_GLSL' in env['BUILDERS']: - env.GLES3_GLSL('lens_distorted.glsl'); diff --git a/modules/mobile_vr/shaders/lens_distorted.glsl b/modules/mobile_vr/shaders/lens_distorted.glsl deleted file mode 100644 index 92604c891c..0000000000 --- a/modules/mobile_vr/shaders/lens_distorted.glsl +++ /dev/null @@ -1,62 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ -layout(location = 4) in vec2 uv_in; - -uniform float offset_x; - -out vec2 uv_interp; - -void main() { - - uv_interp = uv_in; - gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 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); - } -} |