diff options
author | BastiaanOlij <mux213@gmail.com> | 2017-09-28 22:15:21 +1000 |
---|---|---|
committer | BastiaanOlij <mux213@gmail.com> | 2017-09-28 22:44:41 +1000 |
commit | ca4f055db0a4e6f9ea7b38cde14dc85ada3330e2 (patch) | |
tree | 405d52f7a909c2c273f2528f0f838d76ed131de2 /modules/mobile_vr/shaders | |
parent | 4f39ce32b9195405f934445b20059e86632b47f9 (diff) |
reintroduce generic mobile vr interface
Diffstat (limited to 'modules/mobile_vr/shaders')
-rw-r--r-- | modules/mobile_vr/shaders/SCsub | 7 | ||||
-rw-r--r-- | modules/mobile_vr/shaders/lens_distorted.glsl | 59 |
2 files changed, 66 insertions, 0 deletions
diff --git a/modules/mobile_vr/shaders/SCsub b/modules/mobile_vr/shaders/SCsub new file mode 100644 index 0000000000..cf53c9ebe0 --- /dev/null +++ b/modules/mobile_vr/shaders/SCsub @@ -0,0 +1,7 @@ +#!/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 new file mode 100644 index 0000000000..5a2975d737 --- /dev/null +++ b/modules/mobile_vr/shaders/lens_distorted.glsl @@ -0,0 +1,59 @@ +[vertex] + +layout(location=0) in highp vec4 vertex_attrib; +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); +} + +[fragment] + +uniform sampler2D source; //texunit:0 + +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); + } +} + |