.link = shader_blit_link,
.vs =
{
-.orig_file = "../shaders/blit.vs",
.static_src =
"layout (location=0) in vec2 a_co;\n"
"out vec2 aUv;\n"
""},
.fs =
{
-.orig_file = "../shaders/blit.fs",
.static_src =
"out vec4 FragColor;\n"
"uniform sampler2D uTexMain;\n"
"\n"
"in vec2 aUv;\n"
"\n"
+"float kPi = 3.14159265358979;\n"
+"\n"
+"vec2 fisheye_distort(vec2 xy)\n"
+"{\n"
+" float aperture = 1350.0;\n"
+" float apertureHalf = 0.5 * aperture * (kPi / 180.0);\n"
+" float maxFactor = sin(apertureHalf);\n"
+"\n"
+" vec2 uv;\n"
+" float d = length(xy);\n"
+" if(d < (2.0-maxFactor))\n"
+" {\n"
+" d = length(xy * maxFactor);\n"
+" float z = sqrt(1.0 - d * d);\n"
+" float r = atan(d, z) / kPi;\n"
+" float phi = atan(xy.y, xy.x);\n"
+"\n"
+" uv.x = r * cos(phi) + 0.5;\n"
+" uv.y = r * sin(phi) + 0.5;\n"
+" }\n"
+" else\n"
+" {\n"
+" uv = 0.5*xy + 0.5;\n"
+" }\n"
+" \n"
+" return uv;\n"
+"}\n"
+"\n"
+"\n"
"void main()\n"
"{\n"
+" vec2 vwarp = 2.0*aUv - 1.0;\n"
+" vwarp = fisheye_distort( vwarp );\n"
+"\n"
" FragColor = texture( uTexMain, aUv );\n"
"}\n"
""},
static GLuint _uniform_blit_uTexMain;
static void shader_blit_uTexMain(int i){
- glUniform1i( _uniform_blit_uTexMain, i );
+ glUniform1i(_uniform_blit_uTexMain,i);
}
static void shader_blit_register(void){
vg_shader_register( &_shader_blit );