| @ -0,0 +1,50 @@ | |||||
| #version 120 | |||||
| // Input vertex attributes (from vertex shader) | |||||
| varying vec2 fragTexCoord; | |||||
| varying vec4 fragColor; | |||||
| // Input uniform values | |||||
| uniform sampler2D texture0; | |||||
| uniform vec4 colDiffuse; | |||||
| // NOTE: Add your custom variables here | |||||
| uniform vec2 leftLensCenter; | |||||
| uniform vec2 rightLensCenter; | |||||
| uniform vec2 leftScreenCenter; | |||||
| uniform vec2 rightScreenCenter; | |||||
| uniform vec2 scale; | |||||
| uniform vec2 scaleIn; | |||||
| uniform vec4 deviceWarpParam; | |||||
| uniform vec4 chromaAbParam; | |||||
| 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*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.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); | |||||
| } | |||||
| } | |||||