Update distortion.fs

This commit is contained in:
Ray 2016-06-08 18:48:25 +02:00
parent 5576dea00b
commit 2d90cc59b6

View file

@ -48,17 +48,12 @@ void main()
vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter; vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter; vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
//vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering
vec2 tc = HmdWarp(fragTexCoord, LensCenter); vec2 tc = HmdWarp(fragTexCoord, LensCenter);
if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
{
gl_FragColor = vec4(vec3(0.0), 1.0);
}
else else
{ {
//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); //Uncomment if using BGE's built-in stereo rendering //tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
gl_FragColor = texture2D(texture0, tc); finalColor = texture2D(texture0, tc);
} }
} }