|  | #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; | 
						
						
							|  | 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); | 
						
						
							|  |     } | 
						
						
							|  | }
 |