raylib/shaders/gl330/fisheye.fs

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#version 330
in vec2 fragTexCoord;
out vec4 fragColor;
uniform sampler2D texture0;
2016-01-13 19:13:28 +03:00
uniform vec4 fragTintColor;
// NOTE: Add here your custom variables
const float PI = 3.1415926535;
void main()
{
float aperture = 178.0f;
float apertureHalf = 0.5 * aperture * (PI / 180.0);
float maxFactor = sin(apertureHalf);
vec2 uv = vec2(0);
vec2 xy = 2.0 * fragTexCoord.xy - 1.0;
float d = length(xy);
if (d < (2.0 - maxFactor))
{
d = length(xy * maxFactor);
float z = sqrt(1.0 - d * d);
float r = atan(d, z) / PI;
float phi = atan(xy.y, xy.x);
uv.x = r * cos(phi) + 0.5;
uv.y = r * sin(phi) + 0.5;
}
else
{
uv = fragTexCoord.xy;
}
fragColor = texture2D(texture0, uv);
}