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-rw-r--r--deps/raylib/examples/core/resources/LICENSE.md4
-rw-r--r--deps/raylib/examples/core/resources/distortion100.fs52
-rw-r--r--deps/raylib/examples/core/resources/distortion330.fs53
-rw-r--r--deps/raylib/examples/core/resources/ps3.pngbin0 -> 19280 bytes
-rw-r--r--deps/raylib/examples/core/resources/xbox.pngbin0 -> 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
new file mode 100644
index 0000000..59c0b35
--- /dev/null
+++ b/deps/raylib/examples/core/resources/ps3.png
Binary files differ
diff --git a/deps/raylib/examples/core/resources/xbox.png b/deps/raylib/examples/core/resources/xbox.png
new file mode 100644
index 0000000..1a57058
--- /dev/null
+++ b/deps/raylib/examples/core/resources/xbox.png
Binary files differ