d587cc0e36
Oculus Rift CV1 default values seem not to be available...
57 lines
2.1 KiB
GLSL
57 lines
2.1 KiB
GLSL
#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);
|
|
}
|
|
}
|
|
|