|  |  | @ -17,7 +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); | 
		
	
		
			
			|  |  |  | const vec4 ChromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | /* | 
		
	
		
			
			|  |  |  | // Another set of default values | 
		
	
	
		
			
				|  |  | @ -31,37 +31,38 @@ Right Screen Center = {0.75, 0.5, 0, 0} | 
		
	
		
			
			|  |  |  | Right Lens Center = {0.712005913, 0.5, 0, 0} | 
		
	
		
			
			|  |  |  | */ | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Scales input texture coordinates for distortion. | 
		
	
		
			
			|  |  |  | vec2 HmdWarp(vec2 in01, vec2 LensCenter) | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1] | 
		
	
		
			
			|  |  |  | float rSq = theta.x*theta.x + theta.y*theta.y; | 
		
	
		
			
			|  |  |  | vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq); | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | return LensCenter + Scale*rvector; | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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 < 0.5 ? LeftLensCenter : RightLensCenter; | 
		
	
		
			
			|  |  |  | vec2 ScreenCenter = fragTexCoord.x < 0.5 ? LeftScreenCenter : RightScreenCenter; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Scales input texture coordinates for distortion: vec2 HmdWarp(vec2 fragTexCoord, vec2 LensCenter) | 
		
	
		
			
			|  |  |  | vec2 theta = (fragTexCoord - LensCenter)*ScaleIn;   // Scales to [-1, 1] | 
		
	
		
			
			|  |  |  | float rSq = theta.x*theta.x + theta.y*theta.y; | 
		
	
		
			
			|  |  |  | vec2 theta1 = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq); | 
		
	
		
			
			|  |  |  | //vec2 tc = LensCenter + Scale*theta1; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Detect whether blue texture coordinates are out of range since these will scaled out the furthest | 
		
	
		
			
			|  |  |  | vec2 thetaBlue = theta1*(ChromaAbParam.z + ChromaAbParam.w*rSq); | 
		
	
		
			
			|  |  |  | vec2 tcBlue = LensCenter + Scale*thetaBlue; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | vec2 tc = HmdWarp(fragTexCoord, LensCenter); | 
		
	
		
			
			|  |  |  | if (any(bvec2(clamp(tcBlue, ScreenCenter - vec2(0.25, 0.5), ScreenCenter + vec2(0.25, 0.5)) - tcBlue))) finalColor = vec4(0.0, 0.0, 0.0, 1.0); | 
		
	
		
			
			|  |  |  | else | 
		
	
		
			
			|  |  |  | { | 
		
	
		
			
			|  |  |  | // Do blue texture lookup | 
		
	
		
			
			|  |  |  | float blue = texture(texture0, tcBlue).b; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | 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 - ChromaAbCorrection.x); | 
		
	
		
			
			|  |  |  | vec4 gValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.y); | 
		
	
		
			
			|  |  |  | vec4 bValue = texture2D(texture0, fragTexCoord - ChromaAbCorrection.z); | 
		
	
		
			
			|  |  |  | // Do green lookup (no scaling) | 
		
	
		
			
			|  |  |  | vec2 tcGreen = LensCenter + Scale*theta1; | 
		
	
		
			
			|  |  |  | float green = texture(texture0, tcGreen).g; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | // Do red scale and lookup | 
		
	
		
			
			|  |  |  | vec2 thetaRed = theta1*(ChromaAbParam.x + ChromaAbParam.y*rSq); | 
		
	
		
			
			|  |  |  | vec2 tcRed = LensCenter + Scale*thetaRed; | 
		
	
		
			
			|  |  |  | float red = texture(texture0, tcRed).r; | 
		
	
		
			
			|  |  |  |  | 
		
	
		
			
			|  |  |  | finalColor = vec4(rValue.r, gValue.g, bValue.b, 1.0); | 
		
	
		
			
			|  |  |  | */ | 
		
	
		
			
			|  |  |  | finalColor = vec4(red, green, blue, 1.0); | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  | } | 
		
	
		
			
			|  |  |  |  |