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#define QAA 2 | |
const float sideAngle = radians(35.0); | |
const float horizontalAngle = radians(14.0); | |
const float cameraSize = 2.0; | |
const float aspectRatio = 0.75; | |
const vec3 VROffset = vec3(0, 0, 9); | |
float quiltColumns = 8.; | |
float quiltRows = 6.; | |
void mainImage( out vec4 fragColor, in vec2 fragCoord ) | |
{ | |
vec4 accColor = vec4(0.); | |
for( int m = 0; m < QAA; m++ ) | |
for( int n = 0; n < QAA; n++ ) | |
{ | |
// pixel coordinates | |
vec2 o = (vec2(float(m), float(n)) / float(QAA) - 0.5) / iResolution.xy ; | |
vec2 coord = (fragCoord / iResolution.xy + o) * vec2(quiltColumns,quiltRows); | |
vec2 fract = fract(coord); | |
vec2 floor = floor(coord); | |
float imageId = floor.x + floor.y * quiltColumns; | |
float valueId = imageId / (quiltColumns * quiltRows - 1.); | |
float dist = (cameraSize / 2.) / tan(horizontalAngle / 2.); | |
float minCam = -(cameraSize / 2.) - tan(sideAngle / 2.) * dist; | |
vec3 camPos = mix(vec3(minCam,0,dist),vec3(-minCam,0,dist),valueId); | |
vec3 screenPos = vec3((fract.x-0.5)*cameraSize,(fract.y-0.5)*cameraSize/aspectRatio,0); | |
vec3 dir = normalize(screenPos - camPos); | |
vec4 color; | |
mainVR(color, fragCoord, camPos - VROffset, dir); | |
accColor += clamp(color, 0.0, 1.0); | |
} | |
fragColor = accColor / float(QAA*QAA); | |
} |
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