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screen_center -> ScreenCenter
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@ -623,7 +623,7 @@ pub fn create_reference_matrices(hmd: &HMDInfo, view_center: &Matrix4<f32>, scal
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pub static SHADER_FRAG_CHROMAB: &'static str =
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"#version 400
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uniform vec2 LensCenter;
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uniform vec2 screen_center;
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uniform vec2 ScreenCenter;
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uniform vec2 ScaleIn;
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uniform vec2 ScaleOut;
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uniform vec4 HmdWarpParam;
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@ -647,12 +647,11 @@ void main()
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vec2 tcBlue = LensCenter + ScaleOut * thetaBlue;
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if (!all(equal(clamp(tcBlue, screen_center-vec2(0.25,0.5), screen_center+vec2(0.25,0.5)), tcBlue))) {
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if (!all(equal(clamp(tcBlue, ScreenCenter-vec2(0.25,0.5), ScreenCenter+vec2(0.25,0.5)), tcBlue))) {
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color = vec4(0.);
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return;
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}
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float blue = texture(Texture0, tcBlue).b;
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vec2 tcGreen = LensCenter + ScaleOut * theta1;
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