| @ -0,0 +1,52 @@ | |||
| #version 100 | |||
| precision mediump float; | |||
| // Input vertex attributes (from vertex shader) | |||
| varying vec2 fragTexCoord; | |||
| varying vec4 fragColor; | |||
| // Input uniform values | |||
| uniform sampler2D texture0; | |||
| uniform vec4 colDiffuse; | |||
| // NOTE: Add here your custom variables | |||
| uniform vec2 leftLensCenter = vec2(0.288, 0.5); | |||
| uniform vec2 rightLensCenter = vec2(0.712, 0.5); | |||
| uniform vec2 leftScreenCenter = vec2(0.25, 0.5); | |||
| uniform vec2 rightScreenCenter = vec2(0.75, 0.5); | |||
| uniform vec2 scale = vec2(0.25, 0.45); | |||
| uniform vec2 scaleIn = vec2(4, 2.2222); | |||
| uniform vec4 hmdWarpParam = vec4(1, 0.22, 0.24, 0); | |||
| uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); | |||
| void main() | |||
| { | |||
| // Compute lens distortion | |||
| vec2 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter; | |||
| vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter; | |||
| vec2 theta = (fragTexCoord - lensCenter)*scaleIn; | |||
| 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 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq); | |||
| vec2 tcBlue = lensCenter + scale*thetaBlue; | |||
| if (any(bvec2(clamp(tcBlue, screenCenter - vec2(0.25, 0.5), screenCenter + vec2(0.25, 0.5)) - tcBlue))) | |||
| { | |||
| // Set black fragment for everything outside the lens border | |||
| gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); | |||
| } | |||
| else | |||
| { | |||
| // Compute color chroma aberration | |||
| float blue = texture2D(texture0, tcBlue).b; | |||
| vec2 tcGreen = lensCenter + scale*theta1; | |||
| float green = texture2D(texture0, tcGreen).g; | |||
| vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); | |||
| vec2 tcRed = lensCenter + scale*thetaRed; | |||
| float red = texture2D(texture0, tcRed).r; | |||
| gl_FragColor = vec4(red, green, blue, 1.0); | |||
| } | |||
| } | |||