glshader element location property removed
Holger
weber at telerob.de
Wed Aug 31 12:28:44 UTC 2016
If I first read in the shader file in bash like this:
SHADER=`cat shaders/barrel_distortion.txt`
echo $SHADER
The output is:
vec2 theta = (texCoord - LensCenter) CMakeLists.txt mono.py mono_cam.sh
mono_cam_new.sh nbproject shader_test.sh shaders stereo_cam.s float rSq =
theta.x CMakeLists.txt mono.py mono_cam.sh mono_cam_new.sh nbproject
shader_test.sh shaders stereo_cam.sh tst_pipeline.py udpsend.sh theta.x +
theta.y CMakeLists.txt mono.py mono_cam.sh mono_cam_new.sh nbproject
shader_test.sh shaders stereo_cam.sh tst_pi vec2 rvector = theta
CMakeLists.txt mono.py mono_cam.sh mono_cam_new.sh nbproject shader_test.sh
shaders stereo_cam.sh tst_pipeline.py udpsend.sh (kappa.x + kappa.y
CMakeLists.txt mono.py mono_cam.sh mono_cam_new.sh nbproject shader_test.sh
shaders stereo_cam.sh tst_pipeline.py udpsend.sh rSq + kappa.z
CMakeLists.txt mono.py mono_cam.sh mono_cam_new.sh nbproject shader_test.sh
shaders stereo_cam.sh tst_pipeline.py udpsend.sh rSq CMakeLists.txt mono.py
mono_cam.sh mono_cam_new.sh nbproject shader_test.sh shaders stereo_cam.sh
tst_pipeline.py udpsend.sh rSq + kappa.w CMakeLists.txt mono.py mono_cam.sh
mono_cam_new.sh nbproject shader_test.sh shaders stereo_cam.sh
tst_pipeline.py udpsend.sh rSq CMakeLists.txt mono.py mono_cam.sh
mono_cam_new.sh nbproject shader_test.sh shaders stereo_cam.sh
tst_pipeline.py udpsend.sh rSq CMakeLists.txt mono.py mono_cam.sh
mono_cam_new.sh nbproject shader_test.sh shaders stereo_cam.sh tst_pipel
vec2 tc = LensCenter + Scale CMakeLists.txt mono.py mono_cam.sh
mono_cam_new.sh nbproject shader_test.sh shaders stereo_cam.sh tst_pi vec2
ScaleIn = vec2(2.0 CMakeLists.txt mono.py mono_cam.sh mono_cam_new.sh
nbproject shader_test.sh shaders stereo_cam.sh tst_pipeline.py udpsend.sh
scaleFactor, 1.0 / as CMakeLists.txt mono.py mono_cam.sh mono_cam_new.sh
nbproject shader_test.sh shaders stereo_cam.s }l_FragColor = color;, tc
);xCoordSeparated, Scale, ScaleIn);
There are some lines skipped because the original files looks like this:
#ifdef GL_ES
precision mediump float;
#endif
#pragma debug
#extension GL_ARB_texture_rectangle : enable
uniform sampler2D tex;
uniform float separation;
varying vec2 v_texcoord;
const vec4 kappa = vec4(1.0,1.7,0.7,15.0);
const float screen_width = 2160.0;
const float screen_height = 1200.0;
const float scaleFactor = 0.9;
const vec2 leftCenter = vec2(0.25, 0.5);
const vec2 rightCenter = vec2(0.75, 0.5);
//const float separation = -0.00;
// 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 = (v_texcoord.xy);
vec2 texCoordSeparated = texCoord;
vec2 tc = vec2(0);
vec4 color = vec4(0);
if (texCoord.x < 0.5) {
texCoordSeparated.x += separation;
tc = hmdWarp(leftCenter, texCoordSeparated, Scale, ScaleIn );
color = texture2D(tex, tc );
if (!validate(tc, 1))
color = vec4(0);
} else {
texCoordSeparated.x -= separation;
tc = hmdWarp(rightCenter, texCoordSeparated, Scale, ScaleIn);
color = texture2D(tex, tc );
if (!validate(tc, 0))
color = vec4(0);
}
gl_FragColor = color;
}
--
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