#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} */ // 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 = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter; vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter; 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(0.0, 0.0, 0.0, 1.0); else { //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); gl_FragColor = texture2D(texture0, tc); } /* // Chromatic aberration is caused when a lens can't focus every color to the same focal point. // A simple way to fake this effect, and render it as a quick full-screen post-process, // is to apply an offset to each color channel in a fragment shader. vec4 rValue = texture2D(texture0, fragTexCoord - rOffset); vec4 gValue = texture2D(texture0, fragTexCoord - gOffset); vec4 bValue = texture2D(texture0, fragTexCoord - bOffset); finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); */ }