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@@ -0,0 +1,59 @@
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+#version 330
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+
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+// Input vertex attributes (from vertex shader)
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+in vec2 fragTexCoord;
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+
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+// Input uniform values
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+uniform sampler2D texture0;
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+
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+// Output fragment color
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+out vec4 finalColor;
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+
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+// NOTE: Add here your custom variables
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+const vec2 LeftLensCenter = vec2(0.2863248, 0.5);
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+const vec2 RightLensCenter = vec2(0.7136753, 0.5);
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+const vec2 LeftScreenCenter = vec2(0.25, 0.5);
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+const vec2 RightScreenCenter = vec2(0.75, 0.5);
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+const vec2 Scale = vec2(0.25, 0.45); //vec2(0.1469278, 0.2350845);
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+const vec2 ScaleIn = vec2(4, 2.2222);
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+const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0);
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+
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+/*
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+// Another set of default values
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+ChromaAbCorrection = {1.0, 0.0, 1.0, 0}
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+DistortionK = {1.0, 0.22, 0.24, 0}
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+Scale = {0.25, 0.5*AspectRatio, 0, 0}
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+ScaleIn = {4.0, 2/AspectRatio, 0, 0}
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+Left Screen Center = {0.25, 0.5, 0, 0}
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+Left Lens Center = {0.287994117, 0.5, 0, 0}
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+Right Screen Center = {0.75, 0.5, 0, 0}
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+Right Lens Center = {0.712005913, 0.5, 0, 0}
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+*/
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+
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+// Scales input texture coordinates for distortion.
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+vec2 HmdWarp(vec2 in01, vec2 LensCenter)
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+{
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+ vec2 theta = (in01 - LensCenter)*ScaleIn; // Scales to [-1, 1]
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+ float rSq = theta.x*theta.x + theta.y*theta.y;
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+ vec2 rvector = theta*(HmdWarpParam.x + HmdWarpParam.y*rSq + HmdWarpParam.z*rSq*rSq + HmdWarpParam.w*rSq*rSq*rSq);
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+
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+ return LensCenter + Scale*rvector;
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+}
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+
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+void main()
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+{
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+ // SOURCE: http://www.mtbs3d.com/phpbb/viewtopic.php?f=140&t=17081
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+
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+ // The following two variables need to be set per eye
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+ vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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+ vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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+
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+ vec2 tc = HmdWarp(fragTexCoord, LensCenter);
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+
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+ if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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+ else
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+ {
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+ //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
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+ finalColor = texture2D(texture0, tc);
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+ }
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+}
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