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lens_distortion.frag
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uniform sampler2D bgl_RenderedTexture;
const vec4 kappa = vec4(1.0,1.7,0.7,15.0);
uniform float screen_width;
uniform float screen_height;
const float scaleFactor = 0.85;
const vec2 leftCenter = vec2(0.25, 0.5);
const vec2 rightCenter = vec2(0.75, 0.5);
// Scales input texture coordinates for distortion.
vec2 hmdWarp(vec2 LensCenter, vec2 texCoord, vec2 Scale, vec2 ScaleIn)
{
vec2 theta = (texCoord - LensCenter) * ScaleIn;
float rSq = theta.x * theta.x + theta.y * theta.y;
vec2 rvector = theta * (kappa.x + kappa.y*rSq + kappa.z*rSq*rSq + kappa.w*rSq*rSq*rSq);
vec2 tc = LensCenter + Scale * rvector;
return tc;
}
bool validate(vec2 tc, int left_eye)
{
//keep within bounds of texture
if ((left_eye == 1 && (tc.x < 0.0 || tc.x > 0.5)) ||
(left_eye == 0 && (tc.x < 0.5 || tc.x > 1.0)) ||
tc.y < 0.0 || tc.y > 1.0)
{
return false;
}
return true;
}
void main()
{
vec2 screen = vec2(screen_width, screen_height);
float as = float(screen.x / 2.0) / float(screen.y);
vec2 Scale = vec2(0.5, as);
vec2 ScaleIn = vec2(2.0 * scaleFactor, 1.0 / as * scaleFactor);
vec2 texCoord = gl_TexCoord[0].st;
vec2 tc = vec2(0);
vec4 color = vec4(0);
if (texCoord.x < 0.5)
{
tc = hmdWarp(leftCenter, texCoord, Scale, ScaleIn );
color = texture2D(bgl_RenderedTexture, tc);
if (!validate(tc, 1))
color = vec4(0);
}
else
{
tc = hmdWarp(rightCenter, texCoord, Scale, ScaleIn);
color = texture2D(bgl_RenderedTexture, tc);
if (!validate(tc, 0))
color = vec4(0);
}
gl_FragColor = color;
}