lens_distorted.glsl 1.3 KB

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  1. /* clang-format off */
  2. [vertex]
  3. layout(location = 0) in highp vec4 vertex_attrib;
  4. /* clang-format on */
  5. uniform vec2 offset;
  6. uniform vec2 scale;
  7. out vec2 uv_interp;
  8. void main() {
  9. uv_interp = vertex_attrib.xy * 2.0 - 1.0;
  10. vec2 v = vertex_attrib.xy * scale + offset;
  11. gl_Position = vec4(v, 0.0, 1.0);
  12. }
  13. /* clang-format off */
  14. [fragment]
  15. uniform sampler2D source; //texunit:0
  16. /* clang-format on */
  17. uniform vec2 eye_center;
  18. uniform float k1;
  19. uniform float k2;
  20. uniform float upscale;
  21. uniform float aspect_ratio;
  22. in vec2 uv_interp;
  23. layout(location = 0) out vec4 frag_color;
  24. void main() {
  25. vec2 coords = uv_interp;
  26. vec2 offset = coords - eye_center;
  27. // take aspect ratio into account
  28. offset.y /= aspect_ratio;
  29. // distort
  30. vec2 offset_sq = offset * offset;
  31. float radius_sq = offset_sq.x + offset_sq.y;
  32. float radius_s4 = radius_sq * radius_sq;
  33. float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
  34. offset *= distortion_scale;
  35. // reapply aspect ratio
  36. offset.y *= aspect_ratio;
  37. // add our eye center back in
  38. coords = offset + eye_center;
  39. coords /= upscale;
  40. // and check our color
  41. if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
  42. frag_color = vec4(0.0, 0.0, 0.0, 1.0);
  43. } else {
  44. coords = (coords + vec2(1.0)) / vec2(2.0);
  45. frag_color = textureLod(source, coords, 0.0);
  46. }
  47. }