/* [configuration] [OptionRangeFloat] GUIName = Distortion amount OptionName = DISTORTION_FACTOR MinValue = 1.0 MaxValue = 10.0 StepAmount = 0.5 DefaultValue = 4.0 [OptionRangeFloat] GUIName = Eye Distance Offset OptionName = EYE_OFFSET MinValue = 0.0 MaxValue = 10.0 StepAmount = 0.25 DefaultValue = 5.0 [OptionRangeFloat] GUIName = Zoom adjustment OptionName = SIZE_ADJUST MinValue = 0.0 MaxValue = 1.0 StepAmount = 0.025 DefaultValue = 0.5 [OptionRangeFloat] GUIName = Aspect Ratio adjustment OptionName = ASPECT_ADJUST MinValue = 0.0 MaxValue = 1.0 StepAmount = 0.025 DefaultValue = 0.5 [/configuration] */ void main() { // Base Cardboard distortion parameters float factor = GetOption(DISTORTION_FACTOR) * 0.01f; float ka = factor * 3.0f; float kb = factor * 5.0f; // size and aspect adjustment float sizeAdjust = 1.0f - GetOption(SIZE_ADJUST) + 0.5f; float aspectAdjustment = 1.25f - GetOption(ASPECT_ADJUST); // offset centering per eye float stereoOffset = GetOption(EYE_OFFSET) * 0.01f; float offsetAdd; // layer0 = left eye, layer1 = right eye if (layer == 1) { offsetAdd = stereoOffset; } else { offsetAdd = 0.0 - stereoOffset; } // convert coordinates to NDC space float2 fragPos = (GetCoordinates() - 0.5f - vec2(offsetAdd, 0.0f)) * 2.0f; // Calculate the source location "radius" (distance from the centre of the viewport) float destR = length(fragPos); // find the radius multiplier float srcR = destR * sizeAdjust + ( ka * pow(destR, 2.0) + kb * pow(destR, 4.0)); // Calculate the source vector (radial) vec2 correctedRadial = normalize(fragPos) * srcR; // fix aspect ratio vec2 widenedRadial = correctedRadial * vec2(aspectAdjustment, 1.0f); // Transform the coordinates (from [-1,1]^2 to [0, 1]^2) vec2 uv = (widenedRadial/2.0f) + vec2(0.5f) + vec2(offsetAdd, 0.0f); // Sample the texture at the source location if(clamp(uv, 0.0, 1.0) != uv) { // black if beyond bounds SetOutput(float4(0.0, 0.0, 0.0, 0.0)); } else { SetOutput(SampleLocation(uv)); } }