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@@ -1,10 +1,17 @@
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#version 330
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#version 330
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+// Input vertex attributes (from vertex shader)
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in vec2 fragTexCoord;
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in vec2 fragTexCoord;
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in vec4 fragColor;
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in vec4 fragColor;
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-out vec4 finalColor;
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+// Input uniform values
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uniform sampler2D texture0;
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uniform sampler2D texture0;
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+uniform vec4 colDiffuse;
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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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uniform vec2 leftLensCenter = vec2(0.288, 0.5);
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uniform vec2 leftLensCenter = vec2(0.288, 0.5);
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uniform vec2 rightLensCenter = vec2(0.712, 0.5);
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uniform vec2 rightLensCenter = vec2(0.712, 0.5);
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uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
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uniform vec2 leftScreenCenter = vec2(0.25, 0.5);
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@@ -16,6 +23,7 @@ uniform vec4 chromaAbParam = vec4(0.996, -0.004, 1.014, 0.0);
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void main()
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void main()
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{
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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 lensCenter = fragTexCoord.x < 0.5? leftLensCenter : rightLensCenter;
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vec2 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
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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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vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
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@@ -26,10 +34,12 @@ void main()
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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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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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{
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+ // Set black fragment for everything outside the lens border
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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}
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else
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else
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{
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{
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+ // Compute color chroma aberration
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float blue = texture(texture0, tcBlue).b;
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float blue = texture(texture0, tcBlue).b;
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vec2 tcGreen = lensCenter + scale*theta1;
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vec2 tcGreen = lensCenter + scale*theta1;
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float green = texture(texture0, tcGreen).g;
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float green = texture(texture0, tcGreen).g;
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@@ -40,4 +50,4 @@ void main()
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float red = texture(texture0, tcRed).r;
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float red = texture(texture0, tcRed).r;
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finalColor = vec4(red, green, blue, 1.0);
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finalColor = vec4(red, green, blue, 1.0);
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}
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}
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-};
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+}
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