#version 120 // // oculus.frag // fragment shader // // Created by Ben Arnold on 6/24/14. // Copyright 2014 High Fidelity, Inc. // // this shader is an adaptation (HLSL -> GLSL) of the one in the // Oculus_SDK_Overview.pdf for the 3.2 SDK. // // Distributed under the Apache License, Version 2.0. // See the accompanying file LICENSE or http://www.apache.org/licenses/LICENSE-2.0.html // uniform sampler2D texture; varying float vFade; varying vec2 oTexCoord0; varying vec2 oTexCoord1; varying vec2 oTexCoord2; void main(void) { // 3 samples for fixing chromatic aberrations float r = texture2D(texture, oTexCoord0.xy).r; float g = texture2D(texture, oTexCoord1.xy).g; float b = texture2D(texture, oTexCoord2.xy).b; gl_FragColor = vec4(r * vFade, g * vFade, b * vFade, 1.0); }