//Copyright 2014 JogAmp Community. All rights reserved. #if __VERSION__ >= 130 #define attribute in #define varying out #endif uniform vec2 svr_EyeToSourceUVScale; uniform vec2 svr_EyeToSourceUVOffset; uniform mat4 svr_EyeRotationStart; uniform mat4 svr_EyeRotationEnd; attribute vec2 svr_Position; attribute vec2 svr_Params; attribute vec2 svr_TexCoordR; varying vec3 svv_Fade; varying vec2 svv_TexCoordR; void main(void) { gl_Position = vec4(svr_Position.xy, 0.0, 1.0); svv_Fade = vec3(svr_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 ( svr_TexCoordR, 1.0 ); // Accurate time warp lerp vs. faster // Apply the two 3x3 timewarp rotations to these vectors. vec3 TransformedStart = (svr_EyeRotationStart * vec4(TanEyeAngle, 0)).xyz; vec3 TransformedEnd = (svr_EyeRotationEnd * vec4(TanEyeAngle, 0)).xyz; // And blend between them. vec3 Transformed = mix ( TransformedStart, TransformedEnd, svr_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) svv_TexCoordR = Flattened * svr_EyeToSourceUVScale + svr_EyeToSourceUVOffset; svv_TexCoordR.y = 1.0-svv_TexCoordR.y; }