Last active
December 22, 2015 22:44
-
-
Save fthiery/1ee32f514077f7fcd955 to your computer and use it in GitHub Desktop.
GLES-compatible oculus gstreamer display pipeline
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
//author: https://gist.github.com/michaeltyson/8235f5016baed5eab288 | |
#extension GL_ARB_texture_rectangle : enable | |
precision mediump float; | |
varying vec2 v_texcoord; | |
uniform sampler2D tex; | |
const vec4 kappa = vec4(1.0,1.7,0.7,15.0); | |
const float screen_width = 1280.0; | |
const float screen_height = 800.0; | |
const float scaleFactor = 0.9; | |
const vec2 leftCenter = vec2(0.25, 0.5); | |
const vec2 rightCenter = vec2(0.75, 0.5); | |
const float separation = -0.05; | |
const bool stereo_input = false; | |
// 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 eye) { | |
if ( stereo_input ) { | |
//keep within bounds of texture | |
if ((eye == 1 && (tc.x < 0.0 || tc.x > 0.5)) || | |
(eye == 0 && (tc.x < 0.5 || tc.x > 1.0)) || | |
tc.y < 0.0 || tc.y > 1.0) { | |
return false; | |
} | |
} else { | |
if ( tc.x < 0.0 || tc.x > 1.0 || | |
tc.y < 0.0 || tc.y > 1.0 ) { | |
return false; | |
} | |
} | |
return true; | |
} | |
void main() { | |
float as = float(screen_width / 2.0) / float(screen_height); | |
vec2 Scale = vec2(0.5, as); | |
vec2 ScaleIn = vec2(2.0 * scaleFactor, 1.0 / as * scaleFactor); | |
vec2 texCoord = v_texcoord; | |
vec2 tc = vec2(0); | |
vec4 color = vec4(0); | |
if ( texCoord.x < 0.5 ) { | |
texCoord.x += separation; | |
texCoord = hmdWarp(leftCenter, texCoord, Scale, ScaleIn ); | |
if ( !stereo_input ) { | |
texCoord.x *= 2.0; | |
} | |
color = texture2D(tex, texCoord); | |
if ( !validate(texCoord, 0) ) { | |
color = vec4(0); | |
} | |
} else { | |
texCoord.x -= separation; | |
texCoord = hmdWarp(rightCenter, texCoord, Scale, ScaleIn); | |
if ( !stereo_input ) { | |
texCoord.x = (texCoord.x - 0.5) * 2.0; | |
} | |
color = texture2D(tex, texCoord); | |
if ( !validate(texCoord, 1) ) { | |
color = vec4(0); | |
} | |
} | |
gl_FragColor = color; | |
} |
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
gst-launch-1.0 v4l2src ! video/x-raw\,\ format\=\(string\)YUY2\,\ width\=\(int\)640\,\ height\=\(int\)360 ! queue ! glupload ! glcolorconvert ! glcolorscale ! video/x-raw\(memory:GLMemory\)\,\ width\=\(int\)1280\,\ height\=\(int\)800\,\ pixel-aspect-ratio\=\(fraction\)1/1\,\ format\=\(string\)RGBA ! glshader location=oculus.frag ! glimagesink |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment