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#version 330 |
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// Input vertex attributes (from vertex shader) |
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in vec2 fragTexCoord; |
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// Input uniform values |
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uniform sampler2D texture0; |
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// Output fragment color |
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out vec4 finalColor; |
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// NOTE: Add here your custom variables |
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const vec2 LeftLensCenter = vec2(0.2863248, 0.5); |
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const vec2 RightLensCenter = vec2(0.7136753, 0.5); |
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const vec2 LeftScreenCenter = vec2(0.25, 0.5); |
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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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/* |
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// Another set of default values |
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ChromaAbCorrection = {1.0, 0.0, 1.0, 0} |
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DistortionK = {1.0, 0.22, 0.24, 0} |
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Scale = {0.25, 0.5*AspectRatio, 0, 0} |
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ScaleIn = {4.0, 2/AspectRatio, 0, 0} |
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Left Screen Center = {0.25, 0.5, 0, 0} |
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Left Lens Center = {0.287994117, 0.5, 0, 0} |
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Right Screen Center = {0.75, 0.5, 0, 0} |
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Right Lens Center = {0.712005913, 0.5, 0, 0} |
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*/ |
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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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return LensCenter + Scale*rvector; |
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} |
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void main() |
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{ |
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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 = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter; |
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vec2 ScreenCenter = gl_FragCoord.x < 540 ? 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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} |