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