|  | #version 330 | 
						
						
							|  | 
 | 
						
						
							|  | // Input vertex attributes (from vertex shader) | 
						
						
							|  | in vec2 fragTexCoord; | 
						
						
							|  | in vec4 fragColor; | 
						
						
							|  | 
 | 
						
						
							|  | // Input uniform values | 
						
						
							|  | uniform sampler2D texture0; | 
						
						
							|  | uniform vec4 colDiffuse; | 
						
						
							|  | 
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							|  | // Output fragment color | 
						
						
							|  | out vec4 finalColor; | 
						
						
							|  | 
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							|  | // 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 deviceWarpParam = vec4(1, 0.22, 0.24, 0); | 
						
						
							|  | uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0); | 
						
						
							|  | 
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							|  | 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; | 
						
						
							|  | 
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							|  |     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; | 
						
						
							|  | 
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							|  |         vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq); | 
						
						
							|  |         vec2 tcRed = lensCenter + scale*thetaRed; | 
						
						
							|  | 
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							|  |         float red = texture(texture0, tcRed).r; | 
						
						
							|  |         finalColor = vec4(red, green, blue, 1.0); | 
						
						
							|  |     } | 
						
						
							|  | }
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