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Update distortion.fs
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@@ -48,17 +48,12 @@ void main()
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vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 LensCenter = gl_FragCoord.x < 540 ? LeftLensCenter : RightLensCenter;
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vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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vec2 ScreenCenter = gl_FragCoord.x < 540 ? LeftScreenCenter : RightScreenCenter;
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//vec2 oTexCoord = (gl_FragCoord.xy + vec2(0.5, 0.5)) / vec2(1280, 800); //Uncomment if using BGE's built-in stereo rendering
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vec2 tc = HmdWarp(fragTexCoord, LensCenter);
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vec2 tc = HmdWarp(fragTexCoord, LensCenter);
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if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc)))
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if (any(bvec2(clamp(tc,ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)) - tc))) finalColor = vec4(0.0, 0.0, 0.0, 1.0);
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{
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gl_FragColor = vec4(vec3(0.0), 1.0);
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}
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else
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else
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{
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{
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5)); //Uncomment if using BGE's built-in stereo rendering
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//tc.x = gl_FragCoord.x < 640 ? (2.0 * tc.x) : (2.0 * (tc.x - 0.5));
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gl_FragColor = texture2D(texture0, tc);
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finalColor = texture2D(texture0, tc);
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}
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}
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}
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}
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