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@ -17,6 +17,7 @@ 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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const vec4 ChromaAbCorrection = vec4(0.99599999, -0.0040000002, 1.0140001, 0.0); |
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/* |
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// Another set of default values |
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@ -45,25 +46,22 @@ void main() |
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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 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; |
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vec2 ScreenCenter = fragTexCoord.x < 0.5 ? 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))) 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 - 0.5)); |
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finalColor = texture2D(texture0, tc); |
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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 finalColor = texture2D(texture0, tc); |
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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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/* |
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vec4 rValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.x); |
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vec4 gValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.y); |
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vec4 bValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.z); |
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finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); |
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*/ |
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} |