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// Oculus DK2 lens distortion shader for single eye
// shader is adapted from Oculus DK1 distortion shader by
// Lubosz Sarnecki(lubosz.wordpress.com/)a

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uniform sampler2D bgl_RenderedTexture;
uniform float bgl_RenderedTextureWidth;
uniform float bgl_RenderedTextureHeight;

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const vec4 kappa = vec4(1.0,0.9,1.0,2.0);
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float screen_width = bgl_RenderedTextureWidth;
float screen_height = bgl_RenderedTextureHeight;

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const float scaleFactor = 0.83;
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const vec2 lensCenter = vec2(0.5, 0.5);
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// Scales input texture coordinates for distortion.
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vec2 hmdWarp(vec2 texCoord, vec2 Scale, vec2 ScaleIn, float eta) {
    vec2 theta = (texCoord - lensCenter) * ScaleIn;
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    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);
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    vec2 tc = lensCenter + Scale * eta * rvector;
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    return tc;
}

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float edges(vec2 tc)
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{
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    float vertL = smoothstep(0.0,0.05,tc.x);
    float vertR = smoothstep(1.0,0.95,tc.x);
    float horizL = smoothstep(0.0,0.05,tc.y);
    float horizR = smoothstep(1.0,0.95,tc.y);
    return vertL*vertR*horizL*horizR;
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}

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void main()
{
    vec2 screen = vec2(screen_width, screen_height);
    vec3 eta = vec3(1.00,1.018,1.042); //refraction indices

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    float as = float(screen.x) / float(screen.y);
    vec2 Scale = vec2(1.0, 1.0);
    vec2 ScaleIn = vec2(scaleFactor, scaleFactor);
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    vec2 texCoord = gl_TexCoord[0].st;
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    vec2 tcR = vec2(0.0);
    vec2 tcG = vec2(0.0);
    vec2 tcB = vec2(0.0);

    vec4 color = vec4(0.0);

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    tcR = hmdWarp(texCoord, Scale, ScaleIn, eta.r );
    tcG = hmdWarp(texCoord, Scale, ScaleIn, eta.g );
    tcB = hmdWarp(texCoord, Scale, ScaleIn, eta.b );
    color.r = texture2D(bgl_RenderedTexture, tcR).r;
    color.g = texture2D(bgl_RenderedTexture, tcG).g;
    color.b = texture2D(bgl_RenderedTexture, tcB).b;
    color = color * edges(tcR);
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    gl_FragColor = color;
}