#version 120 // Taken from mts3d forums, from user fredrik. uniform sampler2D warpTexture; const vec2 LeftLensCenter = vec2(0.2863248, 0.5); const vec2 RightLensCenter = vec2(0.7136753, 0.5); const vec2 LeftScreenCenter = vec2(0.25, 0.5); const vec2 RightScreenCenter = vec2(0.75, 0.5); const vec2 Scale = vec2(0.1469278, 0.2350845); const vec2 ScaleIn = vec2(4, 2.5); const vec4 HmdWarpParam = vec4(1, 0.22, 0.24, 0); // Scales input texture coordinates for distortion. vec2 HmdWarp(vec2 in01, vec2 LensCenter) { vec2 theta = (in01 - LensCenter) * ScaleIn; // Scales to [-1, 1] float rSq = theta.x * theta.x + theta.y * theta.y; vec2 rvector = theta * (HmdWarpParam.x + HmdWarpParam.y * rSq + HmdWarpParam.z * rSq * rSq + HmdWarpParam.w * rSq * rSq * rSq); return LensCenter + Scale * rvector; } void main() { // The following two variables need to be set per eye vec2 LensCenter = gl_FragCoord.x < 640 ? LeftLensCenter : RightLensCenter; vec2 ScreenCenter = gl_FragCoord.x < 640 ? LeftScreenCenter : RightScreenCenter; vec2 oTexCoord = gl_FragCoord.xy / vec2(1280, 800); vec2 tc = HmdWarp(oTexCoord, LensCenter); if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) { gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); return; } tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); gl_FragColor = texture2D(warpTexture, tc); }