#version 330 // Input vertex attributes (from vertex shader) in vec2 fragTexCoord; // Input uniform values uniform sampler2D texture0; // Output fragment color out vec4 finalColor; // 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} */ // Scales input texture coordinates for distortion. vec2 HmdWarp(vec2 in01, vec2 LensCenter) { vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1] float rSq = theta.x * theta.x + theta.y * theta.y; vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq); return LensCenter + Scale * rvector; } void main() { // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081 // The following two variables need to be set per eye vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter; vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter; //vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering vec2 tc = HmdWarp(fragTexCoord, LensCenter); if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) { gl_FragColor = vec4(vec3(0.0), 1.0); } else { //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); //Uncomment if using BGE's built-in stereo rendering gl_FragColor = texture2D(texture0, tc); } }