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@babylonjs/core

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// Do not edit. import { ShaderStore } from "../Engines/shaderStore.js"; const name = "vrDistortionCorrectionPixelShader"; const shader = `varying vec2 vUV;uniform sampler2D textureSampler;uniform vec2 LensCenter;uniform vec2 Scale;uniform vec2 ScaleIn;uniform vec4 HmdWarpParam;vec2 HmdWarp(vec2 in01) {vec2 theta=(in01-LensCenter)*ScaleIn; float rSq=theta.x*theta.x+theta.y*theta.y;vec2 rvector=theta*(HmdWarpParam.x+HmdWarpParam.y*rSq+HmdWarpParam.z*rSq*rSq+HmdWarpParam.w*rSq*rSq*rSq);return LensCenter+Scale*rvector;} #define CUSTOM_FRAGMENT_DEFINITIONS void main(void) {vec2 tc=HmdWarp(vUV);if (tc.x <0.0 || tc.x>1.0 || tc.y<0.0 || tc.y>1.0) gl_FragColor=vec4(0.0,0.0,0.0,0.0);else{gl_FragColor=texture2D(textureSampler,tc);}}`; // Sideeffect if (!ShaderStore.ShadersStore[name]) { ShaderStore.ShadersStore[name] = shader; } /** @internal */ export const vrDistortionCorrectionPixelShader = { name, shader }; //# sourceMappingURL=vrDistortionCorrection.fragment.js.map