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