diff options
Diffstat (limited to 'drivers/gles2/shaders/lens_distorted.glsl')
-rw-r--r-- | drivers/gles2/shaders/lens_distorted.glsl | 84 |
1 files changed, 0 insertions, 84 deletions
diff --git a/drivers/gles2/shaders/lens_distorted.glsl b/drivers/gles2/shaders/lens_distorted.glsl deleted file mode 100644 index d568006ccc..0000000000 --- a/drivers/gles2/shaders/lens_distorted.glsl +++ /dev/null @@ -1,84 +0,0 @@ -/* clang-format off */ -[vertex] - -#ifdef USE_GLES_OVER_GL -#define lowp -#define mediump -#define highp -#else -precision highp float; -precision highp int; -#endif - -attribute highp vec2 vertex; // attrib:0 -/* clang-format on */ - -uniform vec2 offset; -uniform vec2 scale; - -varying 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; - -varying vec2 uv_interp; - -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) { - gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0); - } else { - coords = (coords + vec2(1.0)) / vec2(2.0); - gl_FragColor = texture2D(source, coords); - } -} |