Updated for GLSL 100
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@ -46,6 +46,16 @@ static const char fDistortionShaderStr[] =
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"out vec4 finalColor; \n"
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#endif
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"uniform sampler2D texture0; \n"
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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"uniform vec2 leftLensCenter; \n"
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"uniform vec2 rightLensCenter; \n"
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"uniform vec2 leftScreenCenter; \n"
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"uniform vec2 rightScreenCenter; \n"
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"uniform vec2 scale; \n"
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"uniform vec2 scaleIn; \n"
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"uniform vec4 hmdWarpParam; \n"
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"uniform vec4 chromaAbParam; \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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"uniform vec2 leftLensCenter = vec2(0.288, 0.5); \n"
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"uniform vec2 rightLensCenter = vec2(0.712, 0.5); \n"
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"uniform vec2 leftScreenCenter = vec2(0.25, 0.5); \n"
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@ -54,6 +64,7 @@ static const char fDistortionShaderStr[] =
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"uniform vec2 scaleIn = vec2(4, 2.2222); \n"
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"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); \n"
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"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); \n"
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#endif
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"void main() \n"
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"{ \n"
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" vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n"
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@ -65,7 +76,11 @@ static const char fDistortionShaderStr[] =
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" vec2 tcBlue = lensCenter + scale*thetaBlue; \n"
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" if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n"
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" { \n"
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#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21)
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" gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
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#elif defined(GRAPHICS_API_OPENGL_33)
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" finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n"
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#endif
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" } \n"
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" else \n"
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" { \n"
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