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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;
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								uniform vec2 rightLensCenter;
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								uniform vec2 leftScreenCenter;
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								uniform vec2 rightScreenCenter;
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								uniform vec2 scale;
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								uniform vec2 scaleIn;
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								uniform vec4 hmdWarpParam;
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								uniform vec4 chromaAbParam;
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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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								}
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