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jogamp.opengl.oculusvr.shader.dist01_timewarp.vp Maven / Gradle / Ivy

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//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;
}




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