|  |  | @ -17,6 +17,7 @@ const vec2 RightScreenCenter = vec2(0.75, 0.5); | 
		
	
		
			
			|  |  |  | const vec2 Scale = vec2(0.25, 0.45);    //vec2(0.1469278, 0.2350845); | 
		
	
		
			
			|  |  |  | const vec2 ScaleIn = vec2(4, 2.2222); | 
		
	
		
			
			|  |  |  | const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0); | 
		
	
		
			
			|  |  |  | const vec4 ChromaAbCorrection = vec4(0.99599999, -0.0040000002, 1.0140001, 0.0); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | /* | 
		
	
		
			
			|  |  |  | // Another set of default values | 
		
	
	
		
			
				|  |  | @ -45,25 +46,22 @@ void main() | 
		
	
		
			
			|  |  |  | // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081 | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // The following two variables need to be set per eye | 
		
	
		
			
			|  |  |  | vec2 LensCenter = fragTexCoord.x < 540 ? LeftLensCenter : RightLensCenter; | 
		
	
		
			
			|  |  |  | vec2 ScreenCenter = fragTexCoord.x < 540 ? LeftScreenCenter : RightScreenCenter; | 
		
	
		
			
			|  |  |  | vec2 LensCenter = fragTexCoord.x < 0.5 ? LeftLensCenter : RightLensCenter; | 
		
	
		
			
			|  |  |  | vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | vec2 tc = HmdWarp(fragTexCoord, LensCenter); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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); | 
		
	
		
			
			|  |  |  | else | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); | 
		
	
		
			
			|  |  |  | finalColor = texture2D(texture0, tc); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | 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); | 
		
	
		
			
			|  |  |  | else finalColor = texture2D(texture0, tc); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | /* | 
		
	
		
			
			|  |  |  | // Chromatic aberration is caused when a lens can't focus every color to the same focal point. | 
		
	
		
			
			|  |  |  | // A simple way to fake this effect, and render it as a quick full-screen post-process, | 
		
	
		
			
			|  |  |  | // is to apply an offset to each color channel in a fragment shader. | 
		
	
		
			
			|  |  |  | vec4 rValue = texture2D(texture0, fragTexCoord - rOffset); | 
		
	
		
			
			|  |  |  | vec4 gValue = texture2D(texture0, fragTexCoord - gOffset); | 
		
	
		
			
			|  |  |  | vec4 bValue = texture2D(texture0, fragTexCoord - bOffset); | 
		
	
		
			
			|  |  |  | /* | 
		
	
		
			
			|  |  |  | vec4 rValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.x); | 
		
	
		
			
			|  |  |  | vec4 gValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.y); | 
		
	
		
			
			|  |  |  | vec4 bValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.z); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); | 
		
	
		
			
			|  |  |  | */ | 
		
	
		
			
			|  |  |  | } |