oculus1
diff sdr.glsl @ 14:cceffea995a4
implemented wasd controls and clamping of the texcoords to [0, 1]
author | John Tsiombikas <nuclear@member.fsf.org> |
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date | Sat, 21 Sep 2013 03:35:53 +0300 |
parents | 464e1d135d68 |
children |
line diff
1.1 --- a/sdr.glsl Sat Sep 21 03:00:47 2013 +0300 1.2 +++ b/sdr.glsl Sat Sep 21 03:35:53 2013 +0300 1.3 @@ -3,20 +3,20 @@ 1.4 uniform float lens_center_offset; 1.5 uniform vec4 dist_factors; 1.6 1.7 -vec2 distort_texcoords(in vec2 tc, out float dbgrad); 1.8 +vec2 distort_texcoords(in vec2 tc); 1.9 float barrel_scale(float x, in vec4 k); 1.10 1.11 void main() 1.12 { 1.13 - float dbgrad; 1.14 - vec2 tc = distort_texcoords(gl_TexCoord[0].xy, dbgrad); 1.15 + vec2 tc = distort_texcoords(gl_TexCoord[0].xy); 1.16 1.17 - gl_FragColor.rgb = texture2D(tex, tc).rgb; 1.18 - gl_FragColor.rgb += mix(vec3(1.0, 1.0, 0.0), vec3(0.0), smoothstep(0.01, 0.05, dbgrad)); 1.19 + float vis = any(greaterThan(tc, vec2(1.0)) || lessThan(tc, vec2(0.0))) ? 0.0 : 1.0; 1.20 + 1.21 + gl_FragColor.rgb = texture2D(tex, tc).rgb * vis; 1.22 gl_FragColor.a = 1.0; 1.23 } 1.24 1.25 -vec2 distort_texcoords(in vec2 tc, out float dbgrad) 1.26 +vec2 distort_texcoords(in vec2 tc) 1.27 { 1.28 // map tc [0, 1] -> [-1, 1] 1.29 vec2 pt = tc * 2.0 - 1.0; 1.30 @@ -27,8 +27,7 @@ 1.31 float rad = barrel_scale(dot(pt, pt), dist_factors); 1.32 pt *= rad; // scale the point by the computer distortion radius 1.33 1.34 - dbgrad = length(pt) * rad; 1.35 - 1.36 + pt /= scale; 1.37 pt.y *= aspect; 1.38 pt.x -= lens_center_offset * 2.0; 1.39