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- #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);
- }
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