[Bf-blender-cvs] [2cd6dfe86e8] HMD_viewport: Cleanup: tabs
Campbell Barton
noreply at git.blender.org
Mon Apr 3 14:20:05 CEST 2017
Commit: 2cd6dfe86e8a0c3c497275b470fca9a3ddb785e7
Author: Campbell Barton
Date: Mon Apr 3 22:19:47 2017 +1000
Branches: HMD_viewport
https://developer.blender.org/rB2cd6dfe86e8a0c3c497275b470fca9a3ddb785e7
Cleanup: tabs
===================================================================
M source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl
M source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl
===================================================================
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl b/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl
index d8d61cdd803..ee60e000b0d 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_frag.glsl
@@ -15,30 +15,31 @@ uniform vec3 aberr;
void main()
{
- //output_loc is the fragment location on screen from [0,1]x[0,1]
- vec2 output_loc = vec2(gl_TexCoord[0].s, gl_TexCoord[0].t);
- //Compute fragment location in lens-centered co-ordinates at world scale
+ //output_loc is the fragment location on screen from [0,1]x[0,1]
+ vec2 output_loc = vec2(gl_TexCoord[0].s, gl_TexCoord[0].t);
+ //Compute fragment location in lens-centered co-ordinates at world scale
vec2 r = output_loc * ViewportScale - LensCenter;
- //scale for distortion model
- //distortion model has r=1 being the largest circle inscribed (e.g. eye_w/2)
- r /= WarpScale;
+ //scale for distortion model
+ //distortion model has r=1 being the largest circle inscribed (e.g. eye_w/2)
+ r /= WarpScale;
- //|r|**2
- float r_mag = length(r);
- //offset for which fragment is sourced
- vec2 r_displaced = r * (HmdWarpParam.w + HmdWarpParam.z * r_mag +
- HmdWarpParam.y * r_mag * r_mag +
- HmdWarpParam.x * r_mag * r_mag * r_mag);
- //back to world scale
- r_displaced *= WarpScale;
- //back to viewport co-ord
- vec2 tc_r = (LensCenter + aberr.r * r_displaced) / ViewportScale;
- vec2 tc_g = (LensCenter + aberr.g * r_displaced) / ViewportScale;
- vec2 tc_b = (LensCenter + aberr.b * r_displaced) / ViewportScale;
+ //|r|**2
+ float r_mag = length(r);
+ //offset for which fragment is sourced
+ vec2 r_displaced = r * (HmdWarpParam.w + HmdWarpParam.z * r_mag +
+ HmdWarpParam.y * r_mag * r_mag +
+ HmdWarpParam.x * r_mag * r_mag * r_mag);
+ //back to world scale
+ r_displaced *= WarpScale;
+ //back to viewport co-ord
+ vec2 tc_r = (LensCenter + aberr.r * r_displaced) / ViewportScale;
+ vec2 tc_g = (LensCenter + aberr.g * r_displaced) / ViewportScale;
+ vec2 tc_b = (LensCenter + aberr.b * r_displaced) / ViewportScale;
- float red = texture2D(warpTexture, tc_r).r;
- float green = texture2D(warpTexture, tc_g).g;
- float blue = texture2D(warpTexture, tc_b).b;
- //Black edges off the texture
- gl_FragColor = ((tc_g.x < 0.0) || (tc_g.x > 1.0) || (tc_g.y < 0.0) || (tc_g.y > 1.0)) ? vec4(0.0, 0.0, 0.0, 1.0) : vec4(red, green, blue, 1.0);
+ float red = texture2D(warpTexture, tc_r).r;
+ float green = texture2D(warpTexture, tc_g).g;
+ float blue = texture2D(warpTexture, tc_b).b;
+ //Black edges off the texture
+ gl_FragColor = ((tc_g.x < 0.0) || (tc_g.x > 1.0) || (tc_g.y < 0.0) || (tc_g.y > 1.0)) ?
+ vec4(0.0, 0.0, 0.0, 1.0) : vec4(red, green, blue, 1.0);
}
diff --git a/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl b/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl
index 6d19f2cf2d7..7ba0ae6729b 100644
--- a/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl
+++ b/source/blender/gpu/shaders/gpu_shader_fx_lensdistortion_vert.glsl
@@ -1,6 +1,6 @@
void main(void)
{
gl_TexCoord[0] = gl_MultiTexCoord0;
- gl_Position = gl_Vertex;
+ gl_Position = gl_Vertex;
}
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