diff options
Diffstat (limited to 'LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h')
-rw-r--r-- | LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h | 99 |
1 files changed, 0 insertions, 99 deletions
diff --git a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h index 6f48122..7fc6b9e 100644 --- a/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h @@ -164,105 +164,6 @@ namespace OVR { namespace CAPI { namespace GL { { { "Color", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 16 }, }; - - - static const char Distortion_vs[] = - "uniform vec2 EyeToSourceUVScale;\n" - "uniform vec2 EyeToSourceUVOffset;\n" - - "_VS_IN vec2 Position;\n" - "_VS_IN vec4 Color;\n" - "_VS_IN vec2 TexCoord0;\n" - - "_VS_OUT vec4 oColor;\n" - "_VS_OUT vec2 oTexCoord0;\n" - - "void main()\n" - "{\n" - " gl_Position.x = Position.x;\n" - " gl_Position.y = Position.y;\n" - " gl_Position.z = 0.5;\n" - " gl_Position.w = 1.0;\n" - // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). - // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) - " oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " oColor = Color;\n" // Used for vignette fade. - "}\n"; - - const OVR::CAPI::GL::ShaderBase::Uniform Distortion_vs_refl[] = - { - { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, - { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, - }; - - static const char Distortion_fs[] = - "uniform sampler2D Texture0;\n" - - "_FS_IN vec4 oColor;\n" - "_FS_IN vec2 oTexCoord0;\n" - - "_FRAGCOLOR_DECLARATION\n" - - "void main()\n" - "{\n" - " _FRAGCOLOR = _TEXTURE(Texture0, oTexCoord0, 0.0);\n" - " _FRAGCOLOR.a = 1.0;\n" - "}\n"; - - - static const char DistortionTimewarp_vs[] = - "uniform vec2 EyeToSourceUVScale;\n" - "uniform vec2 EyeToSourceUVOffset;\n" - "uniform mat4 EyeRotationStart;\n" - "uniform mat4 EyeRotationEnd;\n" - - "_VS_IN vec2 Position;\n" - "_VS_IN vec4 Color;\n" - "_VS_IN vec2 TexCoord0;\n" - - "_VS_OUT vec4 oColor;\n" - "_VS_OUT vec2 oTexCoord0;\n" - - "void main()\n" - "{\n" - " gl_Position.x = Position.x;\n" - " gl_Position.y = Position.y;\n" - " gl_Position.z = 0.0;\n" - " gl_Position.w = 1.0;\n" - - // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion). - // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD. - " vec3 TanEyeAngle = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n" - - // Accurate time warp lerp vs. faster -#if 1 - // Apply the two 3x3 timewarp rotations to these vectors. - " vec3 TransformedStart = (EyeRotationStart * vec4(TanEyeAngle, 0)).xyz;\n" - " vec3 TransformedEnd = (EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz;\n" - // And blend between them. - " vec3 Transformed = mix ( TransformedStart, TransformedEnd, Color.a );\n" -#else - " mat4 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n" - " vec3 Transformed = EyeRotation * TanEyeAngle;\n" -#endif - - // Project them back onto the Z=1 plane of the rendered images. - " float RecipZ = 1.0 / Transformed.z;\n" - " vec2 Flattened = vec2 ( Transformed.x * RecipZ, Transformed.y * RecipZ );\n" - - // These are now still in TanEyeAngle space. - // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye) - " vec2 SrcCoord = Flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n" - " oTexCoord0 = SrcCoord;\n" - " oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n" // Used for vignette fade. - "}\n"; - - - const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarp_vs_refl[] = - { - { "EyeToSourceUVScale", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 }, - { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 }, - }; static const char DistortionChroma_vs[] = "uniform vec2 EyeToSourceUVScale;\n" |