/************************************************************************************ Filename : pp_oculus_vr.cg Content : Barrel fragment program ported from Oculus SDK Samples to Cg Created : July 01, 2013 Modified by : Jan Boon (Kaetemi) Copyright : Copyright 2012 Oculus VR, Inc. All Rights reserved. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. ************************************************************************************/ void pp_oculus_vr( // Per fragment parameters float2 texCoord : TEXCOORD0, // Fragment program constants uniform float2 cLensCenter, uniform float2 cScreenCenter, uniform float2 cScale, uniform float2 cScaleIn, uniform float4 cHmdWarpParam, uniform sampler2D nlTex0 : TEX0, // Output color out float4 oCol : COLOR) { float2 theta = (texCoord - cLensCenter) * cScaleIn; // Scales to [-1, 1] float rSq = theta.x * theta.x + theta.y * theta.y; float2 theta1 = theta * (cHmdWarpParam.x + cHmdWarpParam.y * rSq + cHmdWarpParam.z * rSq * rSq + cHmdWarpParam.w * rSq * rSq * rSq); float2 tc = cLensCenter + cScale * theta1; if (!all(equal(clamp(tc, cScreenCenter-float2(0.25,0.5), cScreenCenter+float2(0.25,0.5)), tc))) { oCol = float4(0, 0, 0, 0); } else { oCol = tex2D(nlTex0, tc); } }