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
,
10 .orig_file
= "../../shaders/blit.vs",
12 "layout (location=0) in vec2 a_co;\n"
17 " gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
23 .orig_file
= "../../shaders/blit.fs",
25 "out vec4 FragColor;\n"
26 "uniform sampler2D uTexMain;\n"
30 "float kPi = 3.14159265358979;\n"
32 "vec2 fisheye_distort(vec2 xy)\n"
34 " float aperture = 1350.0;\n"
35 " float apertureHalf = 0.5 * aperture * (kPi / 180.0);\n"
36 " float maxFactor = sin(apertureHalf);\n"
39 " float d = length(xy);\n"
40 " if(d < (2.0-maxFactor))\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"
47 " uv.x = r * cos(phi) + 0.5;\n"
48 " uv.y = r * sin(phi) + 0.5;\n"
52 " uv = 0.5*xy + 0.5;\n"
61 " vec2 vwarp = 2.0*aUv - 1.0;\n"
62 " vwarp = fisheye_distort( vwarp );\n"
64 " FragColor = texture( uTexMain, aUv );\n"
69 static GLuint _uniform_blit_uTexMain
;
70 static void shader_blit_uTexMain(int i
){
71 glUniform1i( _uniform_blit_uTexMain
, i
);
73 static void shader_blit_register(void){
74 vg_shader_register( &_shader_blit
);
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" );
80 #endif /* SHADER_blit_H */