#version 330 core uniform sampler2D uDesktopTexture; uniform mat4 g_imu_quat_data; vec4 quatMul(vec4 q1, vec4 q2) { vec3 u = vec3(q1.x, q1.y, q1.z); float s = q1.w; vec3 v = vec3(q2.x, q2.y, q2.z); float t = q2.w; return vec4(s*v + t*u + cross(u, v), s*t - dot(u, v)); } vec4 quatConj(vec4 q) { return vec4(-q.x, -q.y, -q.z, q.w); } vec3 applyQuaternionToVector(vec4 q, vec3 v) { vec4 p = quatMul(quatMul(q, vec4(v, 0)), quatConj(q)); return p.xyz; } const int day_in_seconds = 24 * 60 * 60; vec3 applyLookAhead( in vec3 position, in vec3 velocity, in vec3 accel, in float t, in float t_squared) { vec3 _91 = velocity * t; vec3 _92 = position + _91; vec3 _94 = vec3(5.00000000e-01, 5.00000000e-01, 5.00000000e-01) * accel; vec3 _96 = _94 * t_squared; vec3 _97 = _92 + _96; return _97; } vec4 quatMul( in vec4 q1, in vec4 q2) { vec3 _105 = vec3(q1.x, q1.y, q1.z); vec3 u = _105; float s = q1.w; vec3 _112 = vec3(q2.x, q2.y, q2.z); vec3 v = _112; float t_115 = q2.w; vec3 _117 = s * v; vec3 _119 = t_115 * u; vec3 _120 = _117 + _119; vec3 _121 = cross(u, v); vec3 _122 = _120 + _121; float _123 = s * t_115; float _124 = dot(u, v); float _125 = _123 - _124; vec4 _129 = vec4(_122.x, _122.y, _122.z, _125); return _129; } vec4 quatConj( in vec4 q) { float _134 = -(q.x); float _136 = -(q.y); float _138 = -(q.z); vec4 _140 = vec4(_134, _136, _138, q.w); return _140; } vec3 applyQuaternionToVector( in vec4 q, in vec3 v) { vec4 _149 = vec4(v.x, v.y, v.z, 0.00000000e+00); vec4 _150; vec4 _151; _150 = q; _151 = _149; vec4 _152 = quatMul(_150, _151); vec4 _153; _153 = q; vec4 _154 = quatConj(_153); vec4 _155; vec4 _156; _155 = _152; _156 = _154; vec4 _157 = quatMul(_155, _156); vec4 p = _157; return p.xyz; } vec3 rateOfChange( in vec3 v1, in vec3 v2, in float delta_time) { vec3 _165 = v1 - v2; vec3 _167 = _165 / delta_time; return _167; } bool isKeepaliveRecent( in vec4 currentDate, in vec4 keepAliveDate) { float _174 = currentDate.w + float(day_in_seconds); float _176 = _174 - keepAliveDate.w; float _178 = mod(_176, float(day_in_seconds)); float _179 = abs(_178); bool _181 = _179 <= 5.00000000e+00; return _181; } void PS_IMU_Transform(vec4 pos, vec2 texcoord, out vec4 color) { float texcoord_x_min = 0.0; float texcoord_x_max = 1.0; vec2 screen_size = vec2(1920, 1080); float lens_y_offset = 0.0; float lens_z_offset = 0.0; float screen_aspect_ratio = screen_size.x / screen_size.y; float native_aspect_ratio = screen_aspect_ratio; float diag_to_vert_ratio = sqrt(screen_aspect_ratio * screen_aspect_ratio + 1.0); float half_fov_z_rads = radians(46.0 / diag_to_vert_ratio)/2.0; float half_fov_y_rads = half_fov_z_rads * screen_aspect_ratio; float screen_distance = 1.0 - 0.05; float lens_fov_z_offset_rads = atan(lens_z_offset/screen_distance); float fov_z_pos = tan(half_fov_z_rads - lens_fov_z_offset_rads) * screen_distance; float fov_z_neg = -tan(half_fov_z_rads + lens_fov_z_offset_rads) * screen_distance; float fov_z_width = fov_z_pos - fov_z_neg; float lens_fov_y_offset_rads = atan(lens_y_offset/screen_distance); float fov_y_pos = tan(half_fov_y_rads - lens_fov_y_offset_rads) * screen_distance; float fov_y_neg = -tan(half_fov_y_rads + lens_fov_y_offset_rads) * screen_distance; float fov_y_width = fov_y_pos - fov_y_neg; float vec_x = screen_distance; float vec_y = -texcoord.x * fov_y_width + fov_y_pos; float vec_z = -texcoord.y * fov_z_width + fov_z_pos; vec3 texcoord_vector = vec3(vec_x, vec_y, vec_z); vec3 lens_vector = vec3(0.05, lens_y_offset, lens_z_offset); vec3 res = applyQuaternionToVector(g_imu_quat_data[0], texcoord_vector); bool looking_behind = res.x < 0.0; // deconstruct the rotated and scaled vector back to a texcoord (just inverse operations of the first conversion // above) texcoord.x = (fov_y_pos - res.y) / fov_y_width; texcoord.y = (fov_z_pos - res.z) / fov_z_width; // apply the screen offsets now float texcoord_width = texcoord_x_max - texcoord_x_min; texcoord.x = texcoord.x * texcoord_width + texcoord_x_min; if (looking_behind || texcoord.x < texcoord_x_min || texcoord.y < 0.0 || texcoord.x > texcoord_x_max || texcoord.y > 1.0 || texcoord.x <= 0.005 && texcoord.y <= 0.005) { color = vec4(0, 0, 0, 1); } else { color = texture2D(uDesktopTexture, texcoord); } }