#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; // Input uniform values uniform sampler2D texture0; // Output fragment color out vec4 finalColor; // NOTE: Default parameters for Oculus Rift DK2 device 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); const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); void main() { // The following two variables need to be set per eye 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; if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0); else { // Do blue texture lookup float blue = texture(texture0, tcBlue).b; // Do green lookup (no scaling) vec2 tcGreen = LensCenter + Scale*theta1; float green = texture(texture0, tcGreen).g; // Do red scale and lookup vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); vec2 tcRed = LensCenter + Scale*thetaRed; float red = texture(texture0, tcRed).r; finalColor = vec4(red, green, blue, 1.0); } }