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- #version 150
- #define distortion 0.08
- uniform sampler2D source[];
- uniform vec4 sourceSize[];
- in Vertex {
- vec2 texCoord;
- };
- out vec4 fragColor;
- vec2 radialDistortion(vec2 coord) {
- vec2 cc = coord - vec2(0.5);
- float dist = dot(cc, cc) * distortion;
- return coord + cc * (1.0 - dist) * dist;
- }
- void main(void) {
- fragColor = texture(source[0], radialDistortion(texCoord));
- }
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