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[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blit.h
1 #ifndef SHADER_blit_H
2 #define SHADER_blit_H
3 static void shader_blit_link(void);
4 static void shader_blit_register(void);
5 static struct vg_shader _shader_blit = {
6 .name = "blit",
7 .link = shader_blit_link,
8 .vs =
9 {
10 .orig_file = "../shaders/blit.vs",
11 .static_src =
12 "layout (location=0) in vec2 a_co;\n"
13 "out vec2 aUv;\n"
14 "\n"
15 "void main()\n"
16 "{\n"
17 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
18 " aUv = a_co;\n"
19 "}\n"
20 ""},
21 .fs =
22 {
23 .orig_file = "../shaders/blit.fs",
24 .static_src =
25 "out vec4 FragColor;\n"
26 "uniform sampler2D uTexMain;\n"
27 "\n"
28 "in vec2 aUv;\n"
29 "\n"
30 "float kPi = 3.14159265358979;\n"
31 "\n"
32 "vec2 fisheye_distort(vec2 xy)\n"
33 "{\n"
34 " float aperture = 1350.0;\n"
35 " float apertureHalf = 0.5 * aperture * (kPi / 180.0);\n"
36 " float maxFactor = sin(apertureHalf);\n"
37 "\n"
38 " vec2 uv;\n"
39 " float d = length(xy);\n"
40 " if(d < (2.0-maxFactor))\n"
41 " {\n"
42 " d = length(xy * maxFactor);\n"
43 " float z = sqrt(1.0 - d * d);\n"
44 " float r = atan(d, z) / kPi;\n"
45 " float phi = atan(xy.y, xy.x);\n"
46 "\n"
47 " uv.x = r * cos(phi) + 0.5;\n"
48 " uv.y = r * sin(phi) + 0.5;\n"
49 " }\n"
50 " else\n"
51 " {\n"
52 " uv = 0.5*xy + 0.5;\n"
53 " }\n"
54 " \n"
55 " return uv;\n"
56 "}\n"
57 "\n"
58 "\n"
59 "void main()\n"
60 "{\n"
61 " vec2 vwarp = 2.0*aUv - 1.0;\n"
62 " vwarp = fisheye_distort( vwarp );\n"
63 "\n"
64 " FragColor = texture( uTexMain, aUv );\n"
65 "}\n"
66 ""},
67 };
68
69 static GLuint _uniform_blit_uTexMain;
70 static void shader_blit_uTexMain(int i){
71 glUniform1i( _uniform_blit_uTexMain, i );
72 }
73 static void shader_blit_register(void){
74 vg_shader_register( &_shader_blit );
75 }
76 static void shader_blit_use(void){ glUseProgram(_shader_blit.id); }
77 static void shader_blit_link(void){
78 _uniform_blit_uTexMain = glGetUniformLocation( _shader_blit.id, "uTexMain" );
79 }
80 #endif /* SHADER_blit_H */