input update 1
[carveJwlIkooP6JGAAIwe30JlM.git] / shaders / blit.h
index f05194eb3b299fc9045eb7c59ca52a633d31ef0f..116007aa8194e58c09644ec8721ac4596ea61f52 100644 (file)
@@ -7,42 +7,81 @@ static struct vg_shader _shader_blit = {
    .link = shader_blit_link,
    .vs = 
 {
-.orig_file = "../shaders/blit.vs",
+.orig_file = "shaders/blit.vs",
 .static_src = 
 "layout (location=0) in vec2 a_co;\n"
 "out vec2 aUv;\n"
 "\n"
+"uniform vec2 uInverseRatio;\n"
+"\n"
 "void main()\n"
 "{\n"
 "   gl_Position = vec4(a_co*2.0-1.0,0.0,1.0);\n"
-"   aUv = a_co;\n"
+"   aUv = a_co * uInverseRatio;\n"
 "}\n"
 ""},
    .fs = 
 {
-.orig_file = "../shaders/blit.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_uInverseRatio;
 static GLuint _uniform_blit_uTexMain;
+static void shader_blit_uInverseRatio(v2f v){
+   glUniform2fv(_uniform_blit_uInverseRatio,1,v);
+}
 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 );
 }
 static void shader_blit_use(void){ glUseProgram(_shader_blit.id); }
 static void shader_blit_link(void){
+   _uniform_blit_uInverseRatio = glGetUniformLocation( _shader_blit.id, "uInverseRatio" );
    _uniform_blit_uTexMain = glGetUniformLocation( _shader_blit.id, "uTexMain" );
 }
 #endif /* SHADER_blit_H */