ovr_sdk

diff LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h @ 0:1b39a1b46319

initial 0.4.4
author John Tsiombikas <nuclear@member.fsf.org>
date Wed, 14 Jan 2015 06:51:16 +0200
parents
children
line diff
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/LibOVR/Src/CAPI/GL/CAPI_GL_DistortionShaders.h	Wed Jan 14 06:51:16 2015 +0200
     1.3 @@ -0,0 +1,456 @@
     1.4 +/************************************************************************************
     1.5 + 
     1.6 + Filename    :   CAPI_GL_Shaders.h
     1.7 + Content     :   Distortion shader header for GL
     1.8 + Created     :   November 11, 2013
     1.9 + Authors     :   David Borel, Volga Aksoy
    1.10 + 
    1.11 + Copyright   :   Copyright 2014 Oculus VR, LLC All Rights reserved.
    1.12 +
    1.13 +Licensed under the Oculus VR Rift SDK License Version 3.2 (the "License"); 
    1.14 +you may not use the Oculus VR Rift SDK except in compliance with the License, 
    1.15 +which is provided at the time of installation or download, or which 
    1.16 +otherwise accompanies this software in either electronic or hard copy form.
    1.17 +
    1.18 +You may obtain a copy of the License at
    1.19 +
    1.20 +http://www.oculusvr.com/licenses/LICENSE-3.2 
    1.21 +
    1.22 +Unless required by applicable law or agreed to in writing, the Oculus VR SDK 
    1.23 +distributed under the License is distributed on an "AS IS" BASIS,
    1.24 +WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
    1.25 +See the License for the specific language governing permissions and
    1.26 +limitations under the License.
    1.27 + 
    1.28 + ************************************************************************************/
    1.29 +
    1.30 +
    1.31 +#ifndef OVR_CAPI_GL_Shaders_h
    1.32 +#define OVR_CAPI_GL_Shaders_h
    1.33 +
    1.34 +
    1.35 +#include "CAPI_GL_Util.h"
    1.36 +
    1.37 +namespace OVR { namespace CAPI { namespace GL {
    1.38 +    
    1.39 +    static const char glsl2Prefix[] =
    1.40 +    "#version 110\n"
    1.41 +    "#extension GL_ARB_shader_texture_lod : enable\n"
    1.42 +    "#extension GL_ARB_draw_buffers : enable\n"
    1.43 +    "#extension GL_EXT_gpu_shader4 : enable\n"
    1.44 +    "#define _FRAGCOLOR_DECLARATION\n"
    1.45 +    "#define _MRTFRAGCOLOR0_DECLARATION\n"
    1.46 +    "#define _MRTFRAGCOLOR1_DECLARATION\n"
    1.47 +    "#define _GLFRAGCOORD_DECLARATION\n"
    1.48 +    "#define _VS_IN attribute\n"
    1.49 +    "#define _VS_OUT varying\n"
    1.50 +    "#define _FS_IN varying\n"
    1.51 +    "#define _TEXTURELOD texture2DLod\n"
    1.52 +    "#define _TEXTURE texture2D\n"
    1.53 +    "#define _FRAGCOLOR gl_FragColor\n"
    1.54 +    "#define _MRTFRAGCOLOR0 gl_FragData[0]\n"
    1.55 +    "#define _MRTFRAGCOLOR1 gl_FragData[1]\n"       // The texture coordinate [0.0,1.0] for texel i of a texture of size N is: (2i + 1)/2N
    1.56 +    "#ifdef GL_EXT_gpu_shader4\n"
    1.57 +    "  #define _TEXELFETCHDECL vec4 texelFetch(sampler2D tex, ivec2 coord, int lod){ ivec2 size = textureSize2D(tex, lod); return texture2D(tex, vec2(float((coord.x * 2) + 1) / float(size.x * 2), float((coord.y * 2) + 1) / float(size.y * 2))); }\n"
    1.58 +    "#endif\n";
    1.59 +    
    1.60 +    static const char glsl3Prefix[] =
    1.61 +    "#version 150\n"
    1.62 +    "#define _FRAGCOLOR_DECLARATION out vec4 FragColor;\n"
    1.63 +    "#define _MRTFRAGCOLOR0_DECLARATION out vec4 FragData0;\n"
    1.64 +    "#define _MRTFRAGCOLOR1_DECLARATION out vec4 FragData1;\n"
    1.65 +    "#define _GLFRAGCOORD_DECLARATION in vec4 gl_FragCoord;\n"
    1.66 +    "#define _VS_IN in\n"
    1.67 +    "#define _VS_OUT out\n"
    1.68 +    "#define _FS_IN in\n"
    1.69 +    "#define _TEXTURELOD textureLod\n"
    1.70 +    "#define _TEXTURE texture\n"
    1.71 +    "#define _FRAGCOLOR FragColor\n"
    1.72 +    "#define _MRTFRAGCOLOR0 FragData0\n"
    1.73 +    "#define _MRTFRAGCOLOR1 FragData1\n"
    1.74 +    "#define _TEXELFETCHDECL\n";
    1.75 +    
    1.76 +    static const char SimpleQuad_vs[] =
    1.77 +    "uniform vec2 PositionOffset;\n"
    1.78 +    "uniform vec2 Scale;\n"
    1.79 +    
    1.80 +    "_VS_IN vec3 Position;\n"
    1.81 +    
    1.82 +	"void main()\n"
    1.83 +	"{\n"
    1.84 +	"	gl_Position = vec4(Position.xy * Scale + PositionOffset, 0.5, 1.0);\n"
    1.85 +	"}\n";
    1.86 +    
    1.87 +    const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_vs_refl[] =
    1.88 +    {
    1.89 +        { "PositionOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
    1.90 +        { "Scale",          OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
    1.91 +    };
    1.92 +    
    1.93 +    static const char SimpleQuad_fs[] =
    1.94 +    "uniform vec4 Color;\n"
    1.95 +    
    1.96 +    "_FRAGCOLOR_DECLARATION\n"
    1.97 +    
    1.98 +	"void main()\n"
    1.99 +	"{\n"
   1.100 +	"    _FRAGCOLOR = Color;\n"
   1.101 +	"}\n";
   1.102 +    
   1.103 +    const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuad_fs_refl[] =
   1.104 +    {
   1.105 +        { "Color", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 16 },
   1.106 +    };
   1.107 +
   1.108 +    static const char SimpleQuadGamma_fs[] =
   1.109 +        "uniform vec4 Color;\n"
   1.110 +
   1.111 +        "_FRAGCOLOR_DECLARATION\n"
   1.112 +
   1.113 +        "void main()\n"
   1.114 +        "{\n"
   1.115 +        "    _FRAGCOLOR.rgb = pow(Color.rgb, vec3(2.2));\n"
   1.116 +        "    _FRAGCOLOR.a = Color.a;\n"
   1.117 +        "}\n";
   1.118 +
   1.119 +    const OVR::CAPI::GL::ShaderBase::Uniform SimpleQuadGamma_fs_refl[] =
   1.120 +    {
   1.121 +        { "Color", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 16 },
   1.122 +    };
   1.123 +
   1.124 +    // This must be prefixed with glsl2Prefix or glsl3Prefix before being compiled.
   1.125 +    static const char SimpleTexturedQuad_vs[] =
   1.126 +        "uniform vec2 PositionOffset;\n"
   1.127 +        "uniform vec2 Scale;\n"
   1.128 +
   1.129 +        "_VS_IN vec3 Position;\n"
   1.130 +        "_VS_IN vec4 Color;\n"
   1.131 +        "_VS_IN vec2 TexCoord;\n"
   1.132 +  
   1.133 +        "_VS_OUT vec4 oColor;\n"
   1.134 +        "_VS_OUT vec2 oTexCoord;\n"
   1.135 +
   1.136 +        "void main()\n"
   1.137 +        "{\n"
   1.138 +	    "	gl_Position = vec4(Position.xy * Scale + PositionOffset, 0.5, 1.0);\n"
   1.139 +        "   oColor = Color;\n"
   1.140 +        "   oTexCoord = TexCoord;\n"
   1.141 +        "}\n";
   1.142 +
   1.143 +    // The following declaration is copied from the generated D3D SimpleTexturedQuad_vs_refl.h file, with D3D_NS renamed to GL.
   1.144 +    const OVR::CAPI::GL::ShaderBase::Uniform SimpleTexturedQuad_vs_refl[] =
   1.145 +    {
   1.146 +	    { "PositionOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
   1.147 +	    { "Scale",          OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
   1.148 +    };
   1.149 +
   1.150 +
   1.151 +    // This must be prefixed with glsl2Prefix or glsl3Prefix before being compiled.
   1.152 +    static const char SimpleTexturedQuad_ps[] =
   1.153 +        "uniform sampler2D Texture0;\n"
   1.154 +    
   1.155 +        "_FS_IN vec4 oColor;\n"
   1.156 +        "_FS_IN vec2 oTexCoord;\n"
   1.157 +    
   1.158 +        "_FRAGCOLOR_DECLARATION\n"
   1.159 +
   1.160 +        "void main()\n"
   1.161 +        "{\n"
   1.162 +        "   _FRAGCOLOR = oColor * _TEXTURE(Texture0, oTexCoord);\n"
   1.163 +        "}\n";
   1.164 +
   1.165 +    // The following is copied from the generated D3D SimpleTexturedQuad_ps_refl.h file, with D3D_NS renamed to GL.
   1.166 +    const OVR::CAPI::GL::ShaderBase::Uniform SimpleTexturedQuad_ps_refl[] =
   1.167 +    {
   1.168 +	    { "Color", 	OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 16 },
   1.169 +    };
   1.170 +
   1.171 +    
   1.172 +    static const char Distortion_vs[] =
   1.173 +    "uniform vec2 EyeToSourceUVScale;\n"
   1.174 +    "uniform vec2 EyeToSourceUVOffset;\n"
   1.175 +    
   1.176 +    "_VS_IN vec2 Position;\n"
   1.177 +    "_VS_IN vec4 Color;\n"
   1.178 +    "_VS_IN vec2 TexCoord0;\n"
   1.179 +    
   1.180 +    "_VS_OUT vec4 oColor;\n"
   1.181 +    "_VS_OUT vec2 oTexCoord0;\n"
   1.182 +    
   1.183 +    "void main()\n"
   1.184 +    "{\n"
   1.185 +    "   gl_Position.x = Position.x;\n"
   1.186 +    "   gl_Position.y = Position.y;\n"
   1.187 +    "   gl_Position.z = 0.5;\n"
   1.188 +    "   gl_Position.w = 1.0;\n"
   1.189 +    // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
   1.190 +    // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
   1.191 +    "   oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
   1.192 +    "   oColor = Color;\n"              // Used for vignette fade.
   1.193 +    "}\n";
   1.194 +    
   1.195 +    const OVR::CAPI::GL::ShaderBase::Uniform Distortion_vs_refl[] =
   1.196 +    {
   1.197 +        { "EyeToSourceUVScale",  OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
   1.198 +        { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
   1.199 +    };
   1.200 +    
   1.201 +    static const char Distortion_fs[] =
   1.202 +    "uniform sampler2D Texture0;\n"
   1.203 +    
   1.204 +    "_FS_IN vec4 oColor;\n"
   1.205 +    "_FS_IN vec2 oTexCoord0;\n"
   1.206 +    
   1.207 +    "_FRAGCOLOR_DECLARATION\n"
   1.208 +    
   1.209 +    "void main()\n"
   1.210 +    "{\n"
   1.211 +    "   _FRAGCOLOR = _TEXTURE(Texture0, oTexCoord0, 0.0);\n"
   1.212 +    "   _FRAGCOLOR.a = 1.0;\n"
   1.213 +    "}\n";
   1.214 +    
   1.215 +    
   1.216 +    static const char DistortionTimewarp_vs[] =
   1.217 +    "uniform vec2 EyeToSourceUVScale;\n"
   1.218 +    "uniform vec2 EyeToSourceUVOffset;\n"
   1.219 +    "uniform mat4 EyeRotationStart;\n"
   1.220 +    "uniform mat4 EyeRotationEnd;\n"
   1.221 +    
   1.222 +    "_VS_IN vec2 Position;\n"
   1.223 +    "_VS_IN vec4 Color;\n"
   1.224 +    "_VS_IN vec2 TexCoord0;\n"
   1.225 +    
   1.226 +    "_VS_OUT vec4 oColor;\n"
   1.227 +    "_VS_OUT vec2 oTexCoord0;\n"
   1.228 +    
   1.229 +    "void main()\n"
   1.230 +    "{\n"
   1.231 +    "   gl_Position.x = Position.x;\n"
   1.232 +    "   gl_Position.y = Position.y;\n"
   1.233 +    "   gl_Position.z = 0.0;\n"
   1.234 +    "   gl_Position.w = 1.0;\n"
   1.235 +    
   1.236 +    // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
   1.237 +    // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
   1.238 +    "   vec3 TanEyeAngle = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n"
   1.239 +    
   1.240 +    // Accurate time warp lerp vs. faster
   1.241 +#if 1
   1.242 +    // Apply the two 3x3 timewarp rotations to these vectors.
   1.243 +	"   vec3 TransformedStart = (EyeRotationStart * vec4(TanEyeAngle, 0)).xyz;\n"
   1.244 +	"   vec3 TransformedEnd   = (EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz;\n"
   1.245 +    // And blend between them.
   1.246 +    "   vec3 Transformed = mix ( TransformedStart, TransformedEnd, Color.a );\n"
   1.247 +#else
   1.248 +    "   mat4 EyeRotation = mix ( EyeRotationStart, EyeRotationEnd, Color.a );\n"
   1.249 +    "   vec3 Transformed   = EyeRotation * TanEyeAngle;\n"
   1.250 +#endif
   1.251 +    
   1.252 +    // Project them back onto the Z=1 plane of the rendered images.
   1.253 +    "   float RecipZ = 1.0 / Transformed.z;\n"
   1.254 +    "   vec2 Flattened = vec2 ( Transformed.x * RecipZ, Transformed.y * RecipZ );\n"
   1.255 +    
   1.256 +    // These are now still in TanEyeAngle space.
   1.257 +    // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
   1.258 +    "   vec2 SrcCoord = Flattened * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
   1.259 +    "   oTexCoord0 = SrcCoord;\n"
   1.260 +    "   oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n"              // Used for vignette fade.
   1.261 +    "}\n";
   1.262 +
   1.263 +    
   1.264 +    const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarp_vs_refl[] =
   1.265 +    {
   1.266 +        { "EyeToSourceUVScale",  OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
   1.267 +        { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
   1.268 +    };
   1.269 +    
   1.270 +    static const char DistortionChroma_vs[] =
   1.271 +    "uniform vec2 EyeToSourceUVScale;\n"
   1.272 +    "uniform vec2 EyeToSourceUVOffset;\n"
   1.273 +    
   1.274 +    "_VS_IN vec2 Position;\n"
   1.275 +    "_VS_IN vec4 Color;\n"
   1.276 +    "_VS_IN vec2 TexCoord0;\n"
   1.277 +    "_VS_IN vec2 TexCoord1;\n"
   1.278 +    "_VS_IN vec2 TexCoord2;\n"
   1.279 +    
   1.280 +    "_VS_OUT vec4 oColor;\n"
   1.281 +    "_VS_OUT vec2 oTexCoord0;\n"
   1.282 +    "_VS_OUT vec2 oTexCoord1;\n"
   1.283 +    "_VS_OUT vec2 oTexCoord2;\n"
   1.284 +    
   1.285 +    "void main()\n"
   1.286 +    "{\n"
   1.287 +    "   gl_Position.x = Position.x;\n"
   1.288 +    "   gl_Position.y = Position.y;\n"
   1.289 +    "   gl_Position.z = 0.5;\n"
   1.290 +    "   gl_Position.w = 1.0;\n"
   1.291 +    
   1.292 +    // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
   1.293 +    // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
   1.294 +    "   oTexCoord0 = TexCoord0 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
   1.295 +    "   oTexCoord1 = TexCoord1 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
   1.296 +    "   oTexCoord2 = TexCoord2 * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
   1.297 +    
   1.298 +    "   oColor = Color;\n" // Used for vignette fade.
   1.299 +    "}\n";
   1.300 +    
   1.301 +    const OVR::CAPI::GL::ShaderBase::Uniform DistortionChroma_vs_refl[] =
   1.302 +    {
   1.303 +        { "EyeToSourceUVScale",  OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
   1.304 +        { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
   1.305 +    };
   1.306 +    
   1.307 +    static const char DistortionChroma_fs[] =
   1.308 +    "uniform sampler2D Texture0;\n"
   1.309 +    "uniform sampler2D Texture1;\n"
   1.310 +    "uniform vec3 OverdriveScales_IsSrgb;\n"
   1.311 +
   1.312 +    "_FS_IN vec4 oColor;\n"
   1.313 +    "_FS_IN vec2 oTexCoord0;\n"
   1.314 +    "_FS_IN vec2 oTexCoord1;\n"
   1.315 +    "_FS_IN vec2 oTexCoord2;\n"
   1.316 +    
   1.317 +    "_MRTFRAGCOLOR0_DECLARATION\n"   // Desired color (next frame's "PrevTexture")
   1.318 +    "_MRTFRAGCOLOR1_DECLARATION\n"   // Overdriven color (Back-buffer)
   1.319 +    "_GLFRAGCOORD_DECLARATION\n"
   1.320 +
   1.321 +    "#ifdef _TEXELFETCHDECL\n"
   1.322 +    "_TEXELFETCHDECL\n"
   1.323 +    "#endif\n"
   1.324 +    
   1.325 +    "void main()\n"
   1.326 +    "{\n"
   1.327 +    "   float ResultR = _TEXTURE(Texture0, oTexCoord0, 0.0).r;\n"
   1.328 +    "   float ResultG = _TEXTURE(Texture0, oTexCoord1, 0.0).g;\n"
   1.329 +    "   float ResultB = _TEXTURE(Texture0, oTexCoord2, 0.0).b;\n"
   1.330 +    "   vec3 newColor = vec3(ResultR * oColor.r, ResultG * oColor.g, ResultB * oColor.b);\n"
   1.331 +
   1.332 +    "   _MRTFRAGCOLOR0 = vec4(newColor, 1);\n"
   1.333 +    "   _MRTFRAGCOLOR1 = _MRTFRAGCOLOR0;\n"
   1.334 +
   1.335 +    "   #ifdef _TEXELFETCHDECL\n"
   1.336 +    // pixel luminance overdrive
   1.337 +    "   if(OverdriveScales_IsSrgb.x > 0.0)\n"
   1.338 +    "   {\n"
   1.339 +    "       ivec2 pixelCoord = ivec2(gl_FragCoord.x, gl_FragCoord.y);\n"
   1.340 +    "       vec3 oldColor = texelFetch(Texture1, pixelCoord, 0).rgb;\n"
   1.341 +
   1.342 +    "       vec3 adjustedScales;\n"
   1.343 +    "       adjustedScales.x = newColor.x > oldColor.x ? OverdriveScales_IsSrgb.x : OverdriveScales_IsSrgb.y;\n"
   1.344 +    "       adjustedScales.y = newColor.y > oldColor.y ? OverdriveScales_IsSrgb.x : OverdriveScales_IsSrgb.y;\n"
   1.345 +    "       adjustedScales.z = newColor.z > oldColor.z ? OverdriveScales_IsSrgb.x : OverdriveScales_IsSrgb.y;\n"
   1.346 +
   1.347 +	// overdrive is tuned for gamma space so if we're in linear space fix gamma before doing the calculation
   1.348 +	"		vec3 overdriveColor;\n"
   1.349 +	"       if(OverdriveScales_IsSrgb.z > 0.0)\n"
   1.350 +	"		{\n"
   1.351 +	"           oldColor = pow(oldColor, vec3(1.0/2.2, 1.0/2.2, 1.0/2.2));\n"
   1.352 +	"			newColor = pow(newColor, vec3(1.0/2.2, 1.0/2.2, 1.0/2.2));\n"
   1.353 +    "			overdriveColor = clamp(newColor + (newColor - oldColor) * adjustedScales, 0.0, 1.0);\n"
   1.354 +    "           overdriveColor = pow(overdriveColor, vec3(2.2, 2.2, 2.2));\n"
   1.355 +	"		}\n"
   1.356 +	"		else\n"
   1.357 +	"			overdriveColor = clamp(newColor + (newColor - oldColor) * adjustedScales, 0.0, 1.0);\n"
   1.358 +
   1.359 +    "       _MRTFRAGCOLOR1 = vec4(overdriveColor, 1.0);\n"
   1.360 +    "   }\n"
   1.361 +    "   #else\n"
   1.362 +    // If statement to keep OverdriveScales_IsSrgb from being optimized out.
   1.363 +    "   if(OverdriveScales_IsSrgb.x > 0.0)\n"
   1.364 +    "     _MRTFRAGCOLOR1 = vec4(newColor, 1);\n"
   1.365 +    "   #endif\n"
   1.366 +    "}\n";
   1.367 +
   1.368 +    const OVR::CAPI::GL::ShaderBase::Uniform DistortionChroma_ps_refl[] =
   1.369 +    {
   1.370 +        { "OverdriveScales_IsSrgb", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 12 },
   1.371 +    };
   1.372 +    
   1.373 +    static const char DistortionTimewarpChroma_vs[] =
   1.374 +    "uniform vec2 EyeToSourceUVScale;\n"
   1.375 +    "uniform vec2 EyeToSourceUVOffset;\n"
   1.376 +    "uniform mat4 EyeRotationStart;\n"
   1.377 +    "uniform mat4 EyeRotationEnd;\n"
   1.378 +    
   1.379 +    "_VS_IN vec2 Position;\n"
   1.380 +    "_VS_IN vec4 Color;\n"
   1.381 +    "_VS_IN vec2 TexCoord0;\n"
   1.382 +    "_VS_IN vec2 TexCoord1;\n"
   1.383 +    "_VS_IN vec2 TexCoord2;\n"
   1.384 +    
   1.385 +    "_VS_OUT vec4 oColor;\n"
   1.386 +    "_VS_OUT vec2 oTexCoord0;\n"
   1.387 +    "_VS_OUT vec2 oTexCoord1;\n"
   1.388 +    "_VS_OUT vec2 oTexCoord2;\n"
   1.389 +    
   1.390 +    "void main()\n"
   1.391 +    "{\n"
   1.392 +    "   gl_Position.x = Position.x;\n"
   1.393 +    "   gl_Position.y = Position.y;\n"
   1.394 +    "   gl_Position.z = 0.0;\n"
   1.395 +    "   gl_Position.w = 1.0;\n"
   1.396 +    
   1.397 +    // Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
   1.398 +    // These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
   1.399 +    "   vec3 TanEyeAngleR = vec3 ( TexCoord0.x, TexCoord0.y, 1.0 );\n"
   1.400 +    "   vec3 TanEyeAngleG = vec3 ( TexCoord1.x, TexCoord1.y, 1.0 );\n"
   1.401 +    "   vec3 TanEyeAngleB = vec3 ( TexCoord2.x, TexCoord2.y, 1.0 );\n"
   1.402 +    
   1.403 +    // Accurate time warp lerp vs. faster
   1.404 +#if 1
   1.405 +    // Apply the two 3x3 timewarp rotations to these vectors.
   1.406 +	"   vec3 TransformedRStart = (EyeRotationStart * vec4(TanEyeAngleR, 0)).xyz;\n"
   1.407 +	"   vec3 TransformedGStart = (EyeRotationStart * vec4(TanEyeAngleG, 0)).xyz;\n"
   1.408 +	"   vec3 TransformedBStart = (EyeRotationStart * vec4(TanEyeAngleB, 0)).xyz;\n"
   1.409 +	"   vec3 TransformedREnd   = (EyeRotationEnd * vec4(TanEyeAngleR, 0)).xyz;\n"
   1.410 +	"   vec3 TransformedGEnd   = (EyeRotationEnd * vec4(TanEyeAngleG, 0)).xyz;\n"
   1.411 +	"   vec3 TransformedBEnd   = (EyeRotationEnd * vec4(TanEyeAngleB, 0)).xyz;\n"
   1.412 +    
   1.413 +    // And blend between them.
   1.414 +    "   vec3 TransformedR = mix ( TransformedRStart, TransformedREnd, Color.a );\n"
   1.415 +    "   vec3 TransformedG = mix ( TransformedGStart, TransformedGEnd, Color.a );\n"
   1.416 +    "   vec3 TransformedB = mix ( TransformedBStart, TransformedBEnd, Color.a );\n"
   1.417 +#else
   1.418 +    "   mat3 EyeRotation;\n"
   1.419 +    "   EyeRotation[0] = mix ( EyeRotationStart[0], EyeRotationEnd[0], Color.a ).xyz;\n"
   1.420 +    "   EyeRotation[1] = mix ( EyeRotationStart[1], EyeRotationEnd[1], Color.a ).xyz;\n"
   1.421 +    "   EyeRotation[2] = mix ( EyeRotationStart[2], EyeRotationEnd[2], Color.a ).xyz;\n"
   1.422 +    "   vec3 TransformedR   = EyeRotation * TanEyeAngleR;\n"
   1.423 +    "   vec3 TransformedG   = EyeRotation * TanEyeAngleG;\n"
   1.424 +    "   vec3 TransformedB   = EyeRotation * TanEyeAngleB;\n"
   1.425 +#endif
   1.426 +    
   1.427 +    // Project them back onto the Z=1 plane of the rendered images.
   1.428 +    "   float RecipZR = 1.0 / TransformedR.z;\n"
   1.429 +    "   float RecipZG = 1.0 / TransformedG.z;\n"
   1.430 +    "   float RecipZB = 1.0 / TransformedB.z;\n"
   1.431 +    "   vec2 FlattenedR = vec2 ( TransformedR.x * RecipZR, TransformedR.y * RecipZR );\n"
   1.432 +    "   vec2 FlattenedG = vec2 ( TransformedG.x * RecipZG, TransformedG.y * RecipZG );\n"
   1.433 +    "   vec2 FlattenedB = vec2 ( TransformedB.x * RecipZB, TransformedB.y * RecipZB );\n"
   1.434 +    
   1.435 +    // These are now still in TanEyeAngle space.
   1.436 +    // Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
   1.437 +    "   vec2 SrcCoordR = FlattenedR * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
   1.438 +    "   vec2 SrcCoordG = FlattenedG * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
   1.439 +    "   vec2 SrcCoordB = FlattenedB * EyeToSourceUVScale + EyeToSourceUVOffset;\n"
   1.440 +    
   1.441 +    "   oTexCoord0 = SrcCoordR;\n"
   1.442 +    "   oTexCoord1 = SrcCoordG;\n"
   1.443 +    "   oTexCoord2 = SrcCoordB;\n"
   1.444 +    
   1.445 +    "   oColor = vec4(Color.r, Color.r, Color.r, Color.r);\n"              // Used for vignette fade.
   1.446 +    "}\n";
   1.447 +    
   1.448 +
   1.449 +    const OVR::CAPI::GL::ShaderBase::Uniform DistortionTimewarpChroma_vs_refl[] =
   1.450 +    {
   1.451 +        { "EyeToSourceUVScale",  OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 0, 8 },
   1.452 +        { "EyeToSourceUVOffset", OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 8, 8 },
   1.453 +        { "EyeRotationStart",    OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 16, 64 },
   1.454 +        { "EyeRotationEnd",      OVR::CAPI::GL::ShaderBase::VARTYPE_FLOAT, 80, 64 },
   1.455 +    };
   1.456 +    
   1.457 +}}} // OVR::CAPI::GL
   1.458 +
   1.459 +#endif // OVR_CAPI_GL_Shaders_h