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#version 100
precision mediump float;
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// Input vertex attributes (from vertex shader)
varying vec2 fragTexCoord;
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// Input uniform values
uniform sampler2D texture0;
// NOTE: Default parameters for Oculus Rift DK2 device
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const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
const vec2 RightLensCenter = vec2(0.7136753, 0.5);
const vec2 LeftScreenCenter = vec2(0.25, 0.5);
const vec2 RightScreenCenter = vec2(0.75, 0.5);
const vec2 Scale = vec2(0.25, 0.45);
const vec2 ScaleIn = vec2(4.0, 2.5);
const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0);
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const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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void main()
{
// The following two variables need to be set per eye
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vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter;
// Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter)
vec2 theta = (fragTexCoord - LensCenter)*ScaleIn; // Scales to [-1, 1]
float rSq = theta.x*theta.x + theta.y*theta.y;
vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
//vec2 tc = LensCenter + Scale*theta1;
// Detect whether blue texture coordinates are out of range since these will scaled out the furthest
vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq);
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))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else
{
// Do blue texture lookup
float blue = texture2D(texture0, tcBlue).b;
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// Do green lookup (no scaling)
vec2 tcGreen = LensCenter + Scale*theta1;
float green = texture2D(texture0, tcGreen).g;
// Do red scale and lookup
vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq);
vec2 tcRed = LensCenter + Scale*thetaRed;
float red = texture2D(texture0, tcRed).r;
gl_FragColor = vec4(red, green, blue, 1.0);
}
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}