#version 120 uniform int resolution_horizontal = 100; uniform sampler2D bgl_RenderTexture; const vec2 LeftLensCenter = vec2(0.287994117, 0.5); const vec2 RightLensCenter = vec2(0.712005913, 0.5); const vec2 LeftScreenCenter = vec2(0.25, 0.5); const vec2 RightScreenCenter = vec2(0.75, 0.5); const vec2 Scale = vec2(0.145806134, 0.233289823); const vec2 ScaleIn = vec2(4.0, 2.5); const vec4 HmdWarpParam = vec4(1.0, 0.22, 0.24, 0.0); // 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() { int oculus_half_width = int(resolution_horizontal/2); // The following two variables need to be set per eye vec2 LensCenter = gl_FragCoord.x < oculus_half_width ? LeftLensCenter : RightLensCenter; vec2 ScreenCenter = gl_FragCoord.x < oculus_half_width ? LeftScreenCenter : RightScreenCenter; vec2 oTexCoord = gl_TexCoord[0].xy; 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(vec3(0.0), 1.0); return; } gl_FragColor = texture2D(bgl_RenderTexture, tc); }