64 lines
2.1 KiB
GLSL
64 lines
2.1 KiB
GLSL
#version 330
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// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D texture0;
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// Output fragment color
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out vec4 finalColor;
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// NOTE: Add here your custom variables
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const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
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const vec2 RightLensCenter = vec2(0.7136753, 0.5);
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const vec2 LeftScreenCenter = vec2(0.25, 0.5);
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const vec2 RightScreenCenter = vec2(0.75, 0.5);
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const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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const vec2 ScaleIn = vec2(4, 2.2222);
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const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
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/*
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// Another set of default values
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ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
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DistortionK = {1.0, 0.22, 0.24, 0}
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Scale = {0.25, 0.5*AspectRatio, 0, 0}
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ScaleIn = {4.0, 2/AspectRatio, 0, 0}
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Left Screen Center = {0.25, 0.5, 0, 0}
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Left Lens Center = {0.287994117, 0.5, 0, 0}
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Right Screen Center = {0.75, 0.5, 0, 0}
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Right Lens Center = {0.712005913, 0.5, 0, 0}
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*/
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// Scales input texture coordinates for distortion.
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vec2 HmdWarp(vec2 in01, vec2 LensCenter)
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{
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vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1]
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float rSq = theta.x * theta.x + theta.y * theta.y;
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vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq);
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return LensCenter + Scale * rvector;
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}
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void main()
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{
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// SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
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// The following two variables need to be set per eye
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vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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//vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering
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vec2 tc = HmdWarp(fragTexCoord, LensCenter);
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if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))
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{
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gl_FragColor = vec4(vec3(0.0), 1.0);
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}
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else
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{
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//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
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gl_FragColor = texture2D(texture0, tc);
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}
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} |