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@ -33,11 +33,11 @@ Right Lens Center = {0.712005913, 0.5, 0, 0} |
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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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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 + nf">Scale * rvector; |
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return LensCenter + err">Scale*rvector; |
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} |
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void main() |
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@ -48,17 +48,12 @@ void main() |
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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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if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = 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 - 0.5nf">)); //Uncomment if using BGE's built-in stereo rendering |
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gl_FragColor = texture2D(texture0, tc); |
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); |
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finalColor = texture2D(texture0, tc); |
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} |
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} |
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} |