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			// Vertex shader definition to embed, no external file required | 
			
		
		
	
		
			
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			static const char distortionVShaderStr[] =  | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_21) | 
			
		
		
	
		
			
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			"#version 120                       \n" | 
			
		
		
	
		
			
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			#elif defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
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			"#version 100                       \n" | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) | 
			
		
		
	
		
			
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			"attribute vec3 vertexPosition;     \n" | 
			
		
		
	
		
			
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			"attribute vec2 vertexTexCoord;     \n" | 
			
		
		
	
		
			
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			"attribute vec4 vertexColor;        \n" | 
			
		
		
	
		
			
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			"varying vec2 fragTexCoord;         \n" | 
			
		
		
	
		
			
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			"varying vec4 fragColor;            \n" | 
			
		
		
	
		
			
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			#elif defined(GRAPHICS_API_OPENGL_33) | 
			
		
		
	
		
			
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			"#version 330                       \n" | 
			
		
		
	
		
			
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			"in vec3 vertexPosition;            \n" | 
			
		
		
	
		
			
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			"in vec2 vertexTexCoord;            \n" | 
			
		
		
	
		
			
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			"in vec4 vertexColor;               \n" | 
			
		
		
	
		
			
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			"out vec2 fragTexCoord;             \n" | 
			
		
		
	
		
			
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			"out vec4 fragColor;                \n" | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			"uniform mat4 mvp;            \n" | 
			
		
		
	
		
			
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			"void main()                        \n" | 
			
		
		
	
		
			
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			"{                                  \n" | 
			
		
		
	
		
			
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			"    fragTexCoord = vertexTexCoord; \n" | 
			
		
		
	
		
			
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			"    fragColor = vertexColor;       \n" | 
			
		
		
	
		
			
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			"    gl_Position = mvp*vec4(vertexPosition, 1.0); \n" | 
			
		
		
	
		
			
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			"}                                  \n"; | 
			
		
		
	
		
			
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			// Fragment shader definition to embed, no external file required | 
			
		
		
	
		
			
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			static const char distortionFShaderStr[] =  | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_21) | 
			
		
		
	
		
			
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			"#version 120                       \n" | 
			
		
		
	
		
			
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			#elif defined(GRAPHICS_API_OPENGL_ES2) | 
			
		
		
	
		
			
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			"#version 100                       \n" | 
			
		
		
	
		
			
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			"precision mediump float;           \n"     // precision required for OpenGL ES2 (WebGL) | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) | 
			
		
		
	
		
			
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			"varying vec2 fragTexCoord;         \n" | 
			
		
		
	
		
			
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			"varying vec4 fragColor;            \n" | 
			
		
		
	
		
			
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			#elif defined(GRAPHICS_API_OPENGL_33) | 
			
		
		
	
		
			
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			"#version 330                       \n" | 
			
		
		
	
		
			
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			"in vec2 fragTexCoord;              \n" | 
			
		
		
	
		
			
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			"in vec4 fragColor;                 \n" | 
			
		
		
	
		
			
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			"out vec4 finalColor;               \n" | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			"uniform sampler2D texture0;                                     \n" | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) | 
			
		
		
	
		
			
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			"uniform vec2 leftLensCenter;       \n" | 
			
		
		
	
		
			
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			"uniform vec2 rightLensCenter;      \n" | 
			
		
		
	
		
			
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			"uniform vec2 leftScreenCenter;     \n" | 
			
		
		
	
		
			
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			"uniform vec2 rightScreenCenter;    \n" | 
			
		
		
	
		
			
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			"uniform vec2 scale;                \n" | 
			
		
		
	
		
			
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			"uniform vec2 scaleIn;              \n" | 
			
		
		
	
		
			
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			"uniform vec4 hmdWarpParam;         \n" | 
			
		
		
	
		
			
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			"uniform vec4 chromaAbParam;        \n" | 
			
		
		
	
		
			
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			#elif defined(GRAPHICS_API_OPENGL_33) | 
			
		
		
	
		
			
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			"uniform vec2 leftLensCenter = vec2(0.288, 0.5);                 \n" | 
			
		
		
	
		
			
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			"uniform vec2 rightLensCenter = vec2(0.712, 0.5);                \n" | 
			
		
		
	
		
			
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			"uniform vec2 leftScreenCenter = vec2(0.25, 0.5);                \n" | 
			
		
		
	
		
			
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			"uniform vec2 rightScreenCenter = vec2(0.75, 0.5);               \n" | 
			
		
		
	
		
			
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			"uniform vec2 scale = vec2(0.25, 0.45);                          \n" | 
			
		
		
	
		
			
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			"uniform vec2 scaleIn = vec2(4, 2.2222);                         \n" | 
			
		
		
	
		
			
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			"uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0);             \n" | 
			
		
		
	
		
			
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			"uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);   \n" | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			"void main() \n" | 
			
		
		
	
		
			
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			"{ \n" | 
			
		
		
	
		
			
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			"   vec2 lensCenter = fragTexCoord.x < 0.5 ? leftLensCenter : rightLensCenter; \n" | 
			
		
		
	
		
			
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			"   vec2 screenCenter = fragTexCoord.x < 0.5 ? leftScreenCenter : rightScreenCenter; \n" | 
			
		
		
	
		
			
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			"   vec2 theta = (fragTexCoord - lensCenter)*scaleIn; \n" | 
			
		
		
	
		
			
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			"   float rSq = theta.x*theta.x + theta.y*theta.y; \n" | 
			
		
		
	
		
			
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			"   vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); \n" | 
			
		
		
	
		
			
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			"   vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); \n" | 
			
		
		
	
		
			
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			"   vec2 tcBlue = lensCenter + scale*thetaBlue; \n" | 
			
		
		
	
		
			
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			"   if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) \n" | 
			
		
		
	
		
			
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			"   { \n" | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) | 
			
		
		
	
		
			
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			"       gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); \n" | 
			
		
		
	
		
			
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			#elif defined(GRAPHICS_API_OPENGL_33) | 
			
		
		
	
		
			
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			"       finalColor = vec4(0.0, 0.0, 0.0, 1.0); \n" | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			"   } \n" | 
			
		
		
	
		
			
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			"   else \n" | 
			
		
		
	
		
			
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			"   { \n" | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) | 
			
		
		
	
		
			
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			"       float blue = texture2D(texture0, tcBlue).b; \n" | 
			
		
		
	
		
			
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			"       vec2 tcGreen = lensCenter + scale*theta1; \n" | 
			
		
		
	
		
			
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			"       float green = texture2D(texture0, tcGreen).g; \n" | 
			
		
		
	
		
			
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			#elif defined(GRAPHICS_API_OPENGL_33) | 
			
		
		
	
		
			
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			"       float blue = texture(texture0, tcBlue).b; \n" | 
			
		
		
	
		
			
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			"       vec2 tcGreen = lensCenter + scale*theta1; \n" | 
			
		
		
	
		
			
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			"       float green = texture(texture0, tcGreen).g; \n" | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			"       vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); \n" | 
			
		
		
	
		
			
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			"       vec2 tcRed = lensCenter + scale*thetaRed; \n" | 
			
		
		
	
		
			
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			#if defined(GRAPHICS_API_OPENGL_ES2) || defined(GRAPHICS_API_OPENGL_21) | 
			
		
		
	
		
			
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			"       float red = texture2D(texture0, tcRed).r; \n" | 
			
		
		
	
		
			
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			"       gl_FragColor = vec4(red, green, blue, 1.0); \n" | 
			
		
		
	
		
			
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			#elif defined(GRAPHICS_API_OPENGL_33) | 
			
		
		
	
		
			
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			"       float red = texture(texture0, tcRed).r; \n" | 
			
		
		
	
		
			
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			"       finalColor = vec4(red, green, blue, 1.0); \n" | 
			
		
		
	
		
			
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			#endif | 
			
		
		
	
		
			
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			"    } \n" | 
			
		
		
	
		
			
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			"} \n"; |