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- /* clang-format off */
- [vertex]
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #define mediump
- #define highp
- #else
- precision highp float;
- precision highp int;
- #endif
- layout(location = 0) in highp vec2 vertex;
- /* clang-format on */
- uniform vec2 offset;
- uniform vec2 scale;
- out vec2 uv_interp;
- void main() {
- uv_interp = vertex.xy * 2.0 - 1.0;
- vec2 v = vertex.xy * scale + offset;
- gl_Position = vec4(v, 0.0, 1.0);
- }
- /* clang-format off */
- [fragment]
- #ifdef USE_GLES_OVER_GL
- #define lowp
- #define mediump
- #define highp
- #else
- #if defined(USE_HIGHP_PRECISION)
- precision highp float;
- precision highp int;
- #else
- precision mediump float;
- precision mediump int;
- #endif
- #endif
- uniform sampler2D source; //texunit:0
- /* clang-format on */
- uniform vec2 eye_center;
- uniform float k1;
- uniform float k2;
- uniform float upscale;
- uniform float aspect_ratio;
- in vec2 uv_interp;
- layout(location = 0) out vec4 frag_color;
- void main() {
- vec2 coords = uv_interp;
- vec2 offset = coords - eye_center;
- // take aspect ratio into account
- offset.y /= aspect_ratio;
- // distort
- vec2 offset_sq = offset * offset;
- float radius_sq = offset_sq.x + offset_sq.y;
- float radius_s4 = radius_sq * radius_sq;
- float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
- offset *= distortion_scale;
- // reapply aspect ratio
- offset.y *= aspect_ratio;
- // add our eye center back in
- coords = offset + eye_center;
- coords /= upscale;
- // and check our color
- if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
- frag_color = vec4(0.0, 0.0, 0.0, 1.0);
- } else {
- coords = (coords + vec2(1.0)) / vec2(2.0);
- frag_color = texture(source, coords);
- }
- }
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