diff options
Diffstat (limited to 'deps/raylib/examples/core/resources')
-rw-r--r-- | deps/raylib/examples/core/resources/LICENSE.md | 4 | ||||
-rw-r--r-- | deps/raylib/examples/core/resources/distortion100.fs | 52 | ||||
-rw-r--r-- | deps/raylib/examples/core/resources/distortion330.fs | 53 | ||||
-rw-r--r-- | deps/raylib/examples/core/resources/ps3.png | bin | 0 -> 19280 bytes | |||
-rw-r--r-- | deps/raylib/examples/core/resources/xbox.png | bin | 0 -> 16112 bytes |
5 files changed, 109 insertions, 0 deletions
diff --git a/deps/raylib/examples/core/resources/LICENSE.md b/deps/raylib/examples/core/resources/LICENSE.md new file mode 100644 index 0000000..d7d797a --- /dev/null +++ b/deps/raylib/examples/core/resources/LICENSE.md @@ -0,0 +1,4 @@ +| resource | author | licence | notes | +| :------------ | :---------: | :------ | :---- | +| ps3.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | +| xbox.png | [@raysan5](https://github.com/raysan5) | [CC0](https://creativecommons.org/publicdomain/zero/1.0/) | - | diff --git a/deps/raylib/examples/core/resources/distortion100.fs b/deps/raylib/examples/core/resources/distortion100.fs new file mode 100644 index 0000000..f72c689 --- /dev/null +++ b/deps/raylib/examples/core/resources/distortion100.fs @@ -0,0 +1,52 @@ +#version 100 + +precision mediump float; + +// Input vertex attributes (from vertex shader) +varying vec2 fragTexCoord; +varying vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// NOTE: Add here your custom variables +uniform vec2 leftLensCenter; +uniform vec2 rightLensCenter; +uniform vec2 leftScreenCenter; +uniform vec2 rightScreenCenter; +uniform vec2 scale; +uniform vec2 scaleIn; +uniform vec4 deviceWarpParam; +uniform vec4 chromaAbParam; + +void main() +{ + // Compute lens distortion + vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; + vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; + vec2 theta = (fragTexCoord - lensCenter)*scaleIn; + float rSq = theta.x*theta.x + theta.y*theta.y; + vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq); + vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); + vec2 tcBlue = lensCenter + scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) + { + // Set black fragment for everything outside the lens border + gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + // Compute color chroma aberration + float blue = texture2D(texture0, tcBlue).b; + vec2 tcGreen = lensCenter + scale*theta1; + float green = texture2D(texture0, tcGreen).g; + + vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); + vec2 tcRed = lensCenter + scale*thetaRed; + + float red = texture2D(texture0, tcRed).r; + gl_FragColor = vec4(red, green, blue, 1.0); + } +} diff --git a/deps/raylib/examples/core/resources/distortion330.fs b/deps/raylib/examples/core/resources/distortion330.fs new file mode 100644 index 0000000..97044c4 --- /dev/null +++ b/deps/raylib/examples/core/resources/distortion330.fs @@ -0,0 +1,53 @@ +#version 330 + +// Input vertex attributes (from vertex shader) +in vec2 fragTexCoord; +in vec4 fragColor; + +// Input uniform values +uniform sampler2D texture0; +uniform vec4 colDiffuse; + +// Output fragment color +out vec4 finalColor; + +// NOTE: Add here your custom variables +uniform vec2 leftLensCenter = vec2(0.288, 0.5); +uniform vec2 rightLensCenter = vec2(0.712, 0.5); +uniform vec2 leftScreenCenter = vec2(0.25, 0.5); +uniform vec2 rightScreenCenter = vec2(0.75, 0.5); +uniform vec2 scale = vec2(0.25, 0.45); +uniform vec2 scaleIn = vec2(4, 2.2222); +uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0); +uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); + +void main() +{ + // Compute lens distortion + vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; + vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; + vec2 theta = (fragTexCoord - lensCenter)*scaleIn; + float rSq = theta.x*theta.x + theta.y*theta.y; + vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq); + vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); + vec2 tcBlue = lensCenter + scale*thetaBlue; + + if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) + { + // Set black fragment for everything outside the lens border + finalColor = vec4(0.0, 0.0, 0.0, 1.0); + } + else + { + // Compute color chroma aberration + float blue = texture(texture0, tcBlue).b; + vec2 tcGreen = lensCenter + scale*theta1; + float green = texture(texture0, tcGreen).g; + + vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); + vec2 tcRed = lensCenter + scale*thetaRed; + + float red = texture(texture0, tcRed).r; + finalColor = vec4(red, green, blue, 1.0); + } +} diff --git a/deps/raylib/examples/core/resources/ps3.png b/deps/raylib/examples/core/resources/ps3.png Binary files differnew file mode 100644 index 0000000..59c0b35 --- /dev/null +++ b/deps/raylib/examples/core/resources/ps3.png diff --git a/deps/raylib/examples/core/resources/xbox.png b/deps/raylib/examples/core/resources/xbox.png Binary files differnew file mode 100644 index 0000000..1a57058 --- /dev/null +++ b/deps/raylib/examples/core/resources/xbox.png |