Moving lens distortion shader into drivers and adding GLES2 support
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a16dc807e5
commit
a6df366b23
18 changed files with 202 additions and 107 deletions
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@ -6,5 +6,3 @@ Import('env_modules')
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env_mobile_vr = env_modules.Clone()
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env_mobile_vr.add_source_files(env.modules_sources, '*.cpp')
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SConscript("shaders/SCsub")
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@ -297,49 +297,6 @@ bool MobileVRInterface::initialize() {
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mag_current_min = Vector3(0, 0, 0);
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mag_current_max = Vector3(0, 0, 0);
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#if !defined(SERVER_ENABLED)
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// build our shader
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if (lens_shader == NULL) {
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///@TODO need to switch between GLES2 and GLES3 version, Reduz suggested moving this into our drivers and making this a core shader
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// create a shader
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lens_shader = new LensDistortedShaderGLES3();
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// create our shader stuff
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lens_shader->init();
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glGenBuffers(1, &half_screen_quad);
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glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
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{
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/* clang-format off */
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const float qv[16] = {
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0, -1,
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-1, -1,
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0, 1,
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-1, 1,
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1, 1,
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1, 1,
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1, -1,
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1, -1,
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};
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/* clang-format on */
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glBufferData(GL_ARRAY_BUFFER, sizeof(float) * 16, qv, GL_STATIC_DRAW);
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}
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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glGenVertexArrays(1, &half_screen_array);
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glBindVertexArray(half_screen_array);
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glBindBuffer(GL_ARRAY_BUFFER, half_screen_quad);
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glVertexAttribPointer(VS::ARRAY_VERTEX, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, 0);
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glEnableVertexAttribArray(0);
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glVertexAttribPointer(VS::ARRAY_TEX_UV, 2, GL_FLOAT, GL_FALSE, sizeof(float) * 4, ((uint8_t *)NULL) + 8);
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glEnableVertexAttribArray(4);
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glBindVertexArray(0);
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glBindBuffer(GL_ARRAY_BUFFER, 0); //unbind
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}
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#endif
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// reset our orientation
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orientation = Basis();
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@ -362,17 +319,6 @@ void MobileVRInterface::uninitialize() {
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arvr_server->clear_primary_interface_if(this);
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}
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#if !defined(SERVER_ENABLED)
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// cleanup our shader and buffers
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if (lens_shader != NULL) {
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glDeleteVertexArrays(1, &half_screen_array);
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glDeleteBuffers(1, &half_screen_quad);
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delete lens_shader;
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lens_shader = NULL;
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}
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#endif
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initialized = false;
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};
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};
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@ -448,48 +394,30 @@ void MobileVRInterface::commit_for_eye(ARVRInterface::Eyes p_eye, RID p_render_t
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// We must have a valid render target
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ERR_FAIL_COND(!p_render_target.is_valid());
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// We must have an initialised shader
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ERR_FAIL_COND(lens_shader != NULL);
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// Because we are rendering to our device we must use our main viewport!
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ERR_FAIL_COND(p_screen_rect == Rect2());
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float offset_x = 0.0;
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Rect2 dest = p_screen_rect;
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float aspect_ratio = 0.5 * p_screen_rect.size.x / p_screen_rect.size.y;
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Vector2 eye_center;
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// we output half a screen
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dest.size.x *= 0.5;
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if (p_eye == ARVRInterface::EYE_LEFT) {
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offset_x = -1.0;
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eye_center.x = ((-intraocular_dist / 2.0) + (display_width / 4.0)) / (display_width / 2.0);
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} else if (p_eye == ARVRInterface::EYE_RIGHT) {
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dest.position.x = dest.size.x;
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eye_center.x = ((intraocular_dist / 2.0) - (display_width / 4.0)) / (display_width / 2.0);
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}
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// we don't offset the eye center vertically (yet)
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eye_center.y = 0.0;
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// unset our render target so we are outputting to our main screen by making RasterizerStorageGLES3::system_fbo our current FBO
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VSG::rasterizer->set_current_render_target(RID());
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// now output to screen
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// VSG::rasterizer->blit_render_target_to_screen(p_render_target, screen_rect, 0);
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// get our render target
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RID eye_texture = VSG::storage->render_target_get_texture(p_render_target);
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uint32_t texid = VS::get_singleton()->texture_get_texid(eye_texture);
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#if !defined(SERVER_ENABLED)
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, texid);
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lens_shader->bind();
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lens_shader->set_uniform(LensDistortedShaderGLES3::OFFSET_X, offset_x);
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lens_shader->set_uniform(LensDistortedShaderGLES3::K1, k1);
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lens_shader->set_uniform(LensDistortedShaderGLES3::K2, k2);
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lens_shader->set_uniform(LensDistortedShaderGLES3::EYE_CENTER, eye_center);
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lens_shader->set_uniform(LensDistortedShaderGLES3::UPSCALE, oversample);
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lens_shader->set_uniform(LensDistortedShaderGLES3::ASPECT_RATIO, aspect_ratio);
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glBindVertexArray(half_screen_array);
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glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
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glBindVertexArray(0);
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#endif
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// and output
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VSG::rasterizer->output_lens_distorted_to_screen(p_render_target, dest, k1, k2, eye_center, oversample);
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};
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void MobileVRInterface::process() {
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@ -512,8 +440,6 @@ MobileVRInterface::MobileVRInterface() {
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k1 = 0.215;
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k2 = 0.215;
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last_ticks = 0;
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lens_shader = NULL;
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};
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MobileVRInterface::~MobileVRInterface() {
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@ -34,10 +34,6 @@
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#include "servers/arvr/arvr_interface.h"
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#include "servers/arvr/arvr_positional_tracker.h"
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#if !defined(SERVER_ENABLED)
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#include "shaders/lens_distorted.glsl.gen.h"
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#endif
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/**
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@author Bastiaan Olij <mux213@gmail.com>
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@ -60,14 +56,6 @@ private:
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float eye_height;
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uint64_t last_ticks;
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#if !defined(SERVER_ENABLED)
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LensDistortedShaderGLES3 *lens_shader;
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GLuint half_screen_quad;
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GLuint half_screen_array;
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#else
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void *lens_shader;
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#endif
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real_t intraocular_dist;
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real_t display_width;
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real_t display_to_lens;
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@ -1,6 +0,0 @@
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#!/usr/bin/env python
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Import('env')
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if 'GLES3_GLSL' in env['BUILDERS']:
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env.GLES3_GLSL('lens_distorted.glsl');
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@ -1,62 +0,0 @@
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/* clang-format off */
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[vertex]
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layout(location = 0) in highp vec4 vertex_attrib;
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/* clang-format on */
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layout(location = 4) in vec2 uv_in;
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uniform float offset_x;
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out vec2 uv_interp;
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void main() {
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uv_interp = uv_in;
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gl_Position = vec4(vertex_attrib.x + offset_x, vertex_attrib.y, 0.0, 1.0);
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}
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/* clang-format off */
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[fragment]
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uniform sampler2D source; //texunit:0
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/* clang-format on */
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uniform vec2 eye_center;
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uniform float k1;
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uniform float k2;
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uniform float upscale;
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uniform float aspect_ratio;
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in vec2 uv_interp;
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layout(location = 0) out vec4 frag_color;
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void main() {
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vec2 coords = uv_interp;
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vec2 offset = coords - eye_center;
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// take aspect ratio into account
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offset.y /= aspect_ratio;
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// distort
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vec2 offset_sq = offset * offset;
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float radius_sq = offset_sq.x + offset_sq.y;
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float radius_s4 = radius_sq * radius_sq;
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float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
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offset *= distortion_scale;
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// reapply aspect ratio
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offset.y *= aspect_ratio;
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// add our eye center back in
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coords = offset + eye_center;
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coords /= upscale;
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// and check our color
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if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
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frag_color = vec4(0.0, 0.0, 0.0, 1.0);
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} else {
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coords = (coords + vec2(1.0)) / vec2(2.0);
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frag_color = textureLod(source, coords, 0.0);
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}
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}
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