Loading space_view3d_virtual_reality/shaders/oculus_dk1.glsl 0 → 100644 +73 −0 Changes for space_view3d_virtual_reality/shaders/oculus_dk1.glsl: 73 added lines, 0 removed lines. Original line number Diff line number Diff line // Oculus DK1 lens distortion shader for multiple eyes // shader is adapted from Oculus DK1 distortion shader by // Lubosz Sarnecki(lubosz.wordpress.com/) uniform sampler2D bgl_RenderedTexture; uniform float bgl_RenderedTextureWidth; uniform float bgl_RenderedTextureHeight; const vec4 kappa = vec4(1.0,1.7,0.7,15.0); float screen_width = bgl_RenderedTextureWidth; float screen_height = bgl_RenderedTextureHeight; const float scaleFactor = 0.8; const vec2 leftCenter = vec2(0.25, 0.5); const vec2 rightCenter = vec2(0.75, 0.5); const float separation = 0.01; // Scales input texture coordinates for distortion. vec2 hmdWarp(vec2 LensCenter, vec2 texCoord, vec2 Scale, vec2 ScaleIn) { vec2 theta = (texCoord - LensCenter) * ScaleIn; float rSq = theta.x * theta.x + theta.y * theta.y; vec2 rvector = theta * (kappa.x + kappa.y * rSq + kappa.z * rSq * rSq + kappa.w * rSq * rSq * rSq); vec2 tc = LensCenter + Scale * rvector; return tc; } bool validate(vec2 tc, int left_eye) { //keep within bounds of texture if ((left_eye == 1 && (tc.x < 0.0 || tc.x > 0.5)) || (left_eye == 0 && (tc.x < 0.5 || tc.x > 1.0)) || tc.y < 0.0 || tc.y > 1.0) { return false; } return true; } void main() { vec2 screen = vec2(screen_width, screen_height); float as = float(screen.x / 2.0) / float(screen.y); vec2 Scale = vec2(0.5, as); vec2 ScaleIn = vec2(2.0 * scaleFactor, 1.0 / as * scaleFactor); vec2 texCoord = gl_TexCoord[0].st; vec2 texCoordSeparated = texCoord; vec2 tc = vec2(0); vec4 color = vec4(0); // ad hoc enhanced separation to allow proper viewing factor float ad_hoc_enhance_stereo = 4.0; if (texCoord.x < 0.5) { texCoordSeparated.x -= ad_hoc_enhance_stereo *separation; tc = hmdWarp(leftCenter, texCoordSeparated, Scale, ScaleIn ); color = texture2D(bgl_RenderedTexture, tc); if (!validate(tc, 1)) color = vec4(0); } else { texCoordSeparated.x += ad_hoc_enhance_stereo *separation; tc = hmdWarp(rightCenter, texCoordSeparated, Scale, ScaleIn); color = texture2D(bgl_RenderedTexture, tc); if (!validate(tc, 0)) color = vec4(0); } gl_FragColor = color; } space_view3d_virtual_reality/oculus_dk2.glsl→space_view3d_virtual_reality/shaders/oculus_dk2.glsl +0 −0 File moved. View file Loading
space_view3d_virtual_reality/shaders/oculus_dk1.glsl 0 → 100644 +73 −0 Changes for space_view3d_virtual_reality/shaders/oculus_dk1.glsl: 73 added lines, 0 removed lines. Original line number Diff line number Diff line // Oculus DK1 lens distortion shader for multiple eyes // shader is adapted from Oculus DK1 distortion shader by // Lubosz Sarnecki(lubosz.wordpress.com/) uniform sampler2D bgl_RenderedTexture; uniform float bgl_RenderedTextureWidth; uniform float bgl_RenderedTextureHeight; const vec4 kappa = vec4(1.0,1.7,0.7,15.0); float screen_width = bgl_RenderedTextureWidth; float screen_height = bgl_RenderedTextureHeight; const float scaleFactor = 0.8; const vec2 leftCenter = vec2(0.25, 0.5); const vec2 rightCenter = vec2(0.75, 0.5); const float separation = 0.01; // Scales input texture coordinates for distortion. vec2 hmdWarp(vec2 LensCenter, vec2 texCoord, vec2 Scale, vec2 ScaleIn) { vec2 theta = (texCoord - LensCenter) * ScaleIn; float rSq = theta.x * theta.x + theta.y * theta.y; vec2 rvector = theta * (kappa.x + kappa.y * rSq + kappa.z * rSq * rSq + kappa.w * rSq * rSq * rSq); vec2 tc = LensCenter + Scale * rvector; return tc; } bool validate(vec2 tc, int left_eye) { //keep within bounds of texture if ((left_eye == 1 && (tc.x < 0.0 || tc.x > 0.5)) || (left_eye == 0 && (tc.x < 0.5 || tc.x > 1.0)) || tc.y < 0.0 || tc.y > 1.0) { return false; } return true; } void main() { vec2 screen = vec2(screen_width, screen_height); float as = float(screen.x / 2.0) / float(screen.y); vec2 Scale = vec2(0.5, as); vec2 ScaleIn = vec2(2.0 * scaleFactor, 1.0 / as * scaleFactor); vec2 texCoord = gl_TexCoord[0].st; vec2 texCoordSeparated = texCoord; vec2 tc = vec2(0); vec4 color = vec4(0); // ad hoc enhanced separation to allow proper viewing factor float ad_hoc_enhance_stereo = 4.0; if (texCoord.x < 0.5) { texCoordSeparated.x -= ad_hoc_enhance_stereo *separation; tc = hmdWarp(leftCenter, texCoordSeparated, Scale, ScaleIn ); color = texture2D(bgl_RenderedTexture, tc); if (!validate(tc, 1)) color = vec4(0); } else { texCoordSeparated.x += ad_hoc_enhance_stereo *separation; tc = hmdWarp(rightCenter, texCoordSeparated, Scale, ScaleIn); color = texture2D(bgl_RenderedTexture, tc); if (!validate(tc, 0)) color = vec4(0); } gl_FragColor = color; }
space_view3d_virtual_reality/oculus_dk2.glsl→space_view3d_virtual_reality/shaders/oculus_dk2.glsl +0 −0 File moved. View file