3 static void shader_blit_link(void);
4 static void shader_blit_register(void);
5 static struct vg_shader _shader_blit
= {
7 .link
= shader_blit_link
,
11 "layout (location=0) in vec2 a_co;\n"
16 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
23 "out vec4 FragColor;\n"
24 "uniform sampler2D uTexMain;\n"
28 "float kPi = 3.14159265358979;\n"
30 "vec2 fisheye_distort(vec2 xy)\n"
32 " float aperture = 1350.0;\n"
33 " float apertureHalf = 0.5 * aperture * (kPi / 180.0);\n"
34 " float maxFactor = sin(apertureHalf);\n"
37 " float d = length(xy);\n"
38 " if(d < (2.0-maxFactor))\n"
40 " d = length(xy * maxFactor);\n"
41 " float z = sqrt(1.0 - d * d);\n"
42 " float r = atan(d, z) / kPi;\n"
43 " float phi = atan(xy.y, xy.x);\n"
45 " uv.x = r * cos(phi) + 0.5;\n"
46 " uv.y = r * sin(phi) + 0.5;\n"
50 " uv = 0.5*xy + 0.5;\n"
59 " vec2 vwarp = 2.0*aUv - 1.0;\n"
60 " vwarp = fisheye_distort( vwarp );\n"
62 " FragColor = texture( uTexMain, aUv );\n"
67 static GLuint _uniform_blit_uTexMain
;
68 static void shader_blit_uTexMain(int i
){
69 glUniform1i(_uniform_blit_uTexMain
,i
);
71 static void shader_blit_register(void){
72 vg_shader_register( &_shader_blit
);
74 static void shader_blit_use(void){ glUseProgram(_shader_blit
.id
); }
75 static void shader_blit_link(void){
76 _uniform_blit_uTexMain
= glGetUniformLocation( _shader_blit
.id
, "uTexMain" );
78 #endif /* SHADER_blit_H */