- #version 330
-
- // Input vertex attributes (from vertex shader)
- in vec2 fragTexCoord;
- in vec4 fragColor;
-
- // Input uniform values
- uniform sampler2D texture0;
- uniform vec4 colDiffuse;
-
- // Output fragment color
- out vec4 finalColor;
-
- // NOTE: Add here your custom variables
- uniform vec2 leftLensCenter = vec2(0.288, 0.5);
- uniform vec2 rightLensCenter = vec2(0.712, 0.5);
- uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
- uniform vec2 rightScreenCenter = vec2(0.75, 0.5);
- uniform vec2 scale = vec2(0.25, 0.45);
- uniform vec2 scaleIn = vec2(4, 2.2222);
- uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);
- uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
-
- void main()
- {
- // Compute lens distortion
- vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
- vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
- vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
- 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 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)))
- {
- // Set black fragment for everything outside the lens border
- finalColor = vec4(0.0, 0.0, 0.0, 1.0);
- }
- else
- {
- // Compute color chroma aberration
- float blue = texture(texture0, tcBlue).b;
- vec2 tcGreen = lensCenter + scale*theta1;
- float green = texture(texture0, tcGreen).g;
-
- 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);
- }
- }
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