#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; // Input uniform values uniform sampler2D texture0; // NOTE: Add here your custom variables 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); //vec2(0.1469278, 0.2350845); const vec2 ScaleIn = vec2(4, 2.2222); const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0); /* // Another set of default values ChromaAbCorrection = {1.0, 0.0, 1.0, 0} DistortionK = {1.0, 0.22, 0.24, 0} Scale = {0.25, 0.5*AspectRatio, 0, 0} ScaleIn = {4.0, 2/AspectRatio, 0, 0} Left Screen Center = {0.25, 0.5, 0, 0} Left Lens Center = {0.287994117, 0.5, 0, 0} Right Screen Center = {0.75, 0.5, 0, 0} Right Lens Center = {0.712005913, 0.5, 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))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); else { // Do blue texture lookup float blue = texture2D(texture0, tcBlue).b; // 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); } }