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@@ -0,0 +1,50 @@
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+#version 120
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+
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+// Input vertex attributes (from vertex shader)
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+varying vec2 fragTexCoord;
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+varying vec4 fragColor;
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+
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+// Input uniform values
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+uniform sampler2D texture0;
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+uniform vec4 colDiffuse;
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+
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+// NOTE: Add your custom variables here
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+uniform vec2 leftLensCenter;
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+uniform vec2 rightLensCenter;
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+uniform vec2 leftScreenCenter;
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+uniform vec2 rightScreenCenter;
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+uniform vec2 scale;
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+uniform vec2 scaleIn;
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+uniform vec4 deviceWarpParam;
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+uniform vec4 chromaAbParam;
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+
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+void main()
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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 screenCenter = fragTexCoord.x < 0.5? leftScreenCenter : rightScreenCenter;
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+ vec2 theta = (fragTexCoord - lensCenter)*scaleIn;
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+ float rSq = theta.x*theta.x + theta.y*theta.y;
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+ vec2 theta1 = theta*(deviceWarpParam.x + deviceWarpParam.y*rSq + deviceWarpParam.z*rSq*rSq + deviceWarpParam.w*rSq*rSq*rSq);
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+ vec2 thetaBlue = theta1*(chromaAbParam.z + chromaAbParam.w*rSq);
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+ vec2 tcBlue = lensCenter + scale*thetaBlue;
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+
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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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+ // Set black fragment for everything outside the lens border
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+ gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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+ }
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+ else
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+ {
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+ // Compute color chroma aberration
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+ float blue = texture2D(texture0, tcBlue).b;
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+ vec2 tcGreen = lensCenter + scale*theta1;
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+ float green = texture2D(texture0, tcGreen).g;
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+
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+ vec2 thetaRed = theta1*(chromaAbParam.x + chromaAbParam.y*rSq);
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+ vec2 tcRed = lensCenter + scale*thetaRed;
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+
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+ float red = texture2D(texture0, tcRed).r;
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+ gl_FragColor = vec4(red, green, blue, 1.0);
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+ }
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+}
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