69 lines
2.4 KiB
GLSL
69 lines
2.4 KiB
GLSL
#version 100
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precision mediump float;
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// Input vertex attributes (from vertex shader)
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varying vec2 fragTexCoord;
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// Input uniform values
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uniform sampler2D texture0;
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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 = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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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))) gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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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));
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gl_FragColor = texture2D(texture0, tc);
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}
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/*
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// Chromatic aberration is caused when a lens can't focus every color to the same focal point.
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// A simple way to fake this effect, and render it as a quick full-screen post-process,
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// is to apply an offset to each color channel in a fragment shader.
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vec4 rValue = texture2D(texture0, fragTexCoord - rOffset);
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vec4 gValue = texture2D(texture0, fragTexCoord - gOffset);
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vec4 bValue = texture2D(texture0, fragTexCoord - bOffset);
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finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0);
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*/
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}
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