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path: root/drivers/gles3/shaders/lens_distorted.glsl
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Diffstat (limited to 'drivers/gles3/shaders/lens_distorted.glsl')
-rw-r--r--drivers/gles3/shaders/lens_distorted.glsl64
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);
- }
-}