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@ -18,7 +18,7 @@ uniform vec2 leftScreenCenter = vec2(0.25, 0.5); |
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uniform vec2 rightScreenCenter = vec2(0.75, 0.5); |
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uniform vec2 scale = vec2(0.25, 0.45); |
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uniform vec2 scaleIn = vec2(4, 2.2222); |
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uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); |
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uniform vec4 deviceWarpParam = vec4(1, 0.22, 0.24, 0); |
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uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); |
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void main() |
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@ -28,7 +28,7 @@ void main() |
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vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; |
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vec2 theta = (fragTexCoord - lensCenter)*scaleIn; |
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float rSq = theta.x*theta.x + theta.y*theta.y; |
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vec2 theta1 = theta*(hmdWarpParam.x + hmdWarpParam.y*rSq + hmdWarpParam.z*rSq*rSq + hmdWarpParam.w*rSq*rSq*rSq); |
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vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq); |
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vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); |
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vec2 tcBlue = lensCenter + scale*thetaBlue; |
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