jogamp.opengl.oculusvr.shader.dist01_timewarp.vp Maven / Gradle / Ivy
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Java™ Binding for the OpenGL® API
//Copyright 2014 JogAmp Community. All rights reserved.
#if __VERSION__ >= 130
#define attribute in
#define varying out
#endif
uniform vec2 ovr_EyeToSourceUVScale;
uniform vec2 ovr_EyeToSourceUVOffset;
uniform mat4 ovr_EyeRotationStart;
uniform mat4 ovr_EyeRotationEnd;
attribute vec2 ovr_Position;
attribute vec2 ovr_Params;
attribute vec2 ovr_TexCoordR;
varying vec3 ovv_Fade;
varying vec2 ovv_TexCoordR;
void main(void)
{
gl_Position = vec4(ovr_Position.xy, 0.0, 1.0);
ovv_Fade = vec3(ovr_Params.r); // vignetteFade
// Vertex inputs are in TanEyeAngle space for the R,G,B channels (i.e. after chromatic aberration and distortion).
// These are now "real world" vectors in direction (x,y,1) relative to the eye of the HMD.
vec3 TanEyeAngle = vec3 ( ovr_TexCoordR, 1.0 );
// Accurate time warp lerp vs. faster
// Apply the two 3x3 timewarp rotations to these vectors.
vec3 TransformedStart = (ovr_EyeRotationStart * vec4(TanEyeAngle, 0)).xyz;
vec3 TransformedEnd = (ovr_EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz;
// And blend between them.
vec3 Transformed = mix ( TransformedStart, TransformedEnd, ovr_Params.g /* timewarpLerpFactor */ );
// Project them back onto the Z=1 plane of the rendered images.
float RecipZ = 1.0 / Transformed.z;
vec2 Flattened = vec2 ( Transformed.x * RecipZ, Transformed.y * RecipZ );
// These are now still in TanEyeAngle space.
// Scale them into the correct [0-1],[0-1] UV lookup space (depending on eye)
ovv_TexCoordR = Flattened * ovr_EyeToSourceUVScale + ovr_EyeToSourceUVOffset;
ovv_TexCoordR.y = 1.0-ovv_TexCoordR.y;
}