#version 100 precision mediump float; // Input vertex attributes (from vertex shader) varying vec2 fragTexCoord; varying vec4 fragColor; // Input uniform values uniform sampler2D texture0; uniform vec4 colDiffuse; // NOTE: Add here your custom variables uniform vec2 leftLensCenter = vec2(0.288, 0.5); uniform vec2 rightLensCenter = vec2(0.712, 0.5); uniform vec2 leftScreenCenter = vec2(0.25, 0.5); uniform vec2 rightScreenCenter = vec2(0.75, 0.5); uniform vec2 scale = vec2(0.25, 0.45); uniform vec2 scaleIn = vec2(4, 2.2222); uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); void main() { // Compute lens distortion vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; vec2 theta = (fragTexCoord - lensCenter)*scaleIn; 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 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))) { // Set black fragment for everything outside the lens border gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); } else { // Compute color chroma aberration float blue = texture2D(texture0, tcBlue).b; vec2 tcGreen = lensCenter + scale*theta1; float green = texture2D(texture0, tcGreen).g; 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); } }