diff options
Diffstat (limited to 'drivers/gles3/shaders/lens_distorted.glsl')
-rw-r--r-- | drivers/gles3/shaders/lens_distorted.glsl | 64 |
1 files changed, 0 insertions, 64 deletions
diff --git a/drivers/gles3/shaders/lens_distorted.glsl b/drivers/gles3/shaders/lens_distorted.glsl deleted file mode 100644 index 7b9d0b347f..0000000000 --- a/drivers/gles3/shaders/lens_distorted.glsl +++ /dev/null @@ -1,64 +0,0 @@ -/* clang-format off */ -[vertex] - -layout(location = 0) in highp vec4 vertex_attrib; -/* clang-format on */ - -uniform vec2 offset; -uniform vec2 scale; - -out vec2 uv_interp; - -void main() { - - uv_interp = vertex_attrib.xy * 2.0 - 1.0; - - vec2 v = vertex_attrib.xy * scale + offset; - gl_Position = vec4(v, 0.0, 1.0); -} - -/* clang-format off */ -[fragment] - -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 = textureLod(source, coords, 0.0); - } -} |