| 
								
							 | 
							
								#version 330
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Input vertex attributes (from vertex shader)
							 | 
						
						
						
							| 
								
							 | 
							
								in vec2 fragTexCoord;
							 | 
						
						
						
							| 
								
							 | 
							
								in vec4 fragColor;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Input uniform values
							 | 
						
						
						
							| 
								
							 | 
							
								uniform sampler2D texture0;
							 | 
						
						
						
							| 
								
							 | 
							
								uniform vec4 colDiffuse;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// Output fragment color
							 | 
						
						
						
							| 
								
							 | 
							
								out vec4 finalColor;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								// 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
							 | 
						
						
						
							| 
								
							 | 
							
								        finalColor = vec4(0.0, 0.0, 0.0, 1.0);
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								    else
							 | 
						
						
						
							| 
								
							 | 
							
								    {
							 | 
						
						
						
							| 
								
							 | 
							
								        // Compute color chroma aberration
							 | 
						
						
						
							| 
								
							 | 
							
								        float blue = texture(texture0, tcBlue).b;
							 | 
						
						
						
							| 
								
							 | 
							
								        vec2 tcGreen = lensCenter + scale*theta1;
							 | 
						
						
						
							| 
								
							 | 
							
								        float green = texture(texture0, tcGreen).g;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
							 | 
						
						
						
							| 
								
							 | 
							
								        vec2 tcRed = lensCenter + scale*thetaRed;
							 | 
						
						
						
							| 
								
							 | 
							
								
							 | 
						
						
						
							| 
								
							 | 
							
								        float red = texture(texture0, tcRed).r;
							 | 
						
						
						
							| 
								
							 | 
							
								        finalColor = vec4(red, green, blue, 1.0);
							 | 
						
						
						
							| 
								
							 | 
							
								    }
							 | 
						
						
						
							| 
								
							 | 
							
								}
							 |