|
|
@ -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); |
|
|
|
} |
|
|
|
} |
|
|
|
|