REVIEWED: Examples for automation processes
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4 changed files with 2 additions and 11 deletions
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@ -61,7 +61,7 @@ int main(void)
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VrStereoConfig config = LoadVrStereoConfig(device);
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VrStereoConfig config = LoadVrStereoConfig(device);
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// Distortion shader (uses device lens distortion and chroma)
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// Distortion shader (uses device lens distortion and chroma)
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Shader distortion = LoadShader(0, TextFormat("resources/distortion%i.fs", GLSL_VERSION));
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Shader distortion = LoadShader(0, TextFormat("resources/shaders/glsl%i/distortion.fs", GLSL_VERSION));
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// Update distortion shader with lens and distortion-scale parameters
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// Update distortion shader with lens and distortion-scale parameters
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SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
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SetShaderValue(distortion, GetShaderLocation(distortion, "leftLensCenter"),
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52
examples/core/resources/shaders/glsl100/distortion.fs
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52
examples/core/resources/shaders/glsl100/distortion.fs
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#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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varying vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// NOTE: Add your custom variables here
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uniform vec2 leftLensCenter;
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uniform vec2 rightLensCenter;
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uniform vec2 leftScreenCenter;
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uniform vec2 rightScreenCenter;
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uniform vec2 scale;
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uniform vec2 scaleIn;
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uniform vec4 deviceWarpParam;
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uniform vec4 chromaAbParam;
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void main()
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{
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// Compute lens distortion
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vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
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vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
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vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
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vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
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vec2 tcBlue = lensCenter + scale*thetaBlue;
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if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
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{
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// Set black fragment for everything outside the lens border
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else
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{
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// Compute color chroma aberration
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float blue = texture2D(texture0, tcBlue).b;
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vec2 tcGreen = lensCenter + scale*theta1;
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float green = texture2D(texture0, tcGreen).g;
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vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
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vec2 tcRed = lensCenter + scale*thetaRed;
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float red = texture2D(texture0, tcRed).r;
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gl_FragColor = vec4(red, green, blue, 1.0);
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}
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}
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53
examples/core/resources/shaders/glsl330/distortion.fs
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53
examples/core/resources/shaders/glsl330/distortion.fs
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#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec4 fragColor;
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// Input uniform values
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uniform sampler2D texture0;
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uniform vec4 colDiffuse;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add your custom variables here
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uniform vec2 leftLensCenter = vec2(0.288, 0.5);
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uniform vec2 rightLensCenter = vec2(0.712, 0.5);
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uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
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uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
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uniform vec2 scale = vec2(0.25, 0.45);
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uniform vec2 scaleIn = vec2(4, 2.2222);
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uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0);
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uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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void main()
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{
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// Compute lens distortion
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vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
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vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
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vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
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float rSq = theta.x*theta.x + theta.y*theta.y;
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vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
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vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
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vec2 tcBlue = lensCenter + scale*thetaBlue;
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if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue)))
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{
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// Set black fragment for everything outside the lens border
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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else
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{
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// Compute color chroma aberration
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float blue = texture(texture0, tcBlue).b;
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vec2 tcGreen = lensCenter + scale*theta1;
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float green = texture(texture0, tcGreen).g;
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vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
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vec2 tcRed = lensCenter + scale*thetaRed;
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float red = texture(texture0, tcRed).r;
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finalColor = vec4(red, green, blue, 1.0);
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}
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}
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@ -48,16 +48,7 @@ int main(void)
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models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
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models[7] = LoadModelFromMesh(GenMeshPoly(5, 2.0f));
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models[8] = LoadModelFromMesh(GenMeshCustom());
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models[8] = LoadModelFromMesh(GenMeshCustom());
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// Generated meshes could be exported as .obj files
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// NOTE: Generated meshes could be exported using ExportMesh()
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//ExportMesh(models[0].meshes[0], "plane.obj");
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//ExportMesh(models[1].meshes[0], "cube.obj");
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//ExportMesh(models[2].meshes[0], "sphere.obj");
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//ExportMesh(models[3].meshes[0], "hemisphere.obj");
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//ExportMesh(models[4].meshes[0], "cylinder.obj");
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//ExportMesh(models[5].meshes[0], "torus.obj");
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//ExportMesh(models[6].meshes[0], "knot.obj");
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//ExportMesh(models[7].meshes[0], "poly.obj");
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//ExportMesh(models[8].meshes[0], "custom.obj");
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// Set checked texture as default diffuse component for all models material
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// Set checked texture as default diffuse component for all models material
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for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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for (int i = 0; i < NUM_MODELS; i++) models[i].materials[0].maps[MATERIAL_MAP_DIFFUSE].texture = texture;
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