// Oculus DK2 lens distortion shader for single eye // shader is adapted from Oculus DK1 distortion shader by // Lubosz Sarnecki(lubosz.wordpress.com/) uniform sampler2D bgl_RenderedTexture; uniform float bgl_RenderedTextureWidth; uniform float bgl_RenderedTextureHeight; const vec4 kappa = vec4(1.0,0.9,1.0,2.0); float screen_width = bgl_RenderedTextureWidth; float screen_height = bgl_RenderedTextureHeight; const float scaleFactor = 0.83; const vec2 lensCenter = vec2(0.5, 0.5); // Scales input texture coordinates for distortion. vec2 hmdWarp(vec2 texCoord, vec2 Scale, vec2 ScaleIn, float eta) { 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 * eta * rvector; return tc; } float edges(vec2 tc) { 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; } void main() { vec2 screen = vec2(screen_width, screen_height); vec3 eta = vec3(1.00,1.018,1.042); //refraction indices float as = float(screen.x) / float(screen.y); vec2 Scale = vec2(1.0, 1.0); vec2 ScaleIn = vec2(scaleFactor, scaleFactor); vec2 texCoord = gl_TexCoord[0].st; vec2 tcR = vec2(0.0); vec2 tcG = vec2(0.0); vec2 tcB = vec2(0.0); vec4 color = vec4(0.0); 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*vec2(0.5,1.0)+vec2(0.25,0.0)).r; color.g = texture2D(bgl_RenderedTexture, tcG*vec2(0.5,1.0)+vec2(0.25,0.0)).g; color.b = texture2D(bgl_RenderedTexture, tcB*vec2(0.5,1.0)+vec2(0.25,0.0)).b; color = color * edges(tcR); gl_FragColor = color; }