armory/raw/fisheye_pass/fisheye_pass.frag.glsl
2016-04-01 17:21:17 +02:00

45 lines
845 B
GLSL

// Fish eye based on Sanch implementation
// https://www.shadertoy.com/view/4s2GRR
#version 450
#ifdef GL_ES
precision mediump float;
#endif
uniform sampler2D tex;
const float PI = 3.1415926535;
const float strength = -0.01;
const vec2 m = vec2(0.5, 0.5);
in vec2 texCoord;
void main() {
vec2 d = texCoord - m;
float r = sqrt(dot(d, d));
float power = (2.0 * PI / (2.0 * sqrt(dot(m, m)))) * strength;
float bind;
if (power > 0.0) {
bind = sqrt(dot(m, m));
}
else {
bind = m.x;
}
vec2 uv;
if (power > 0.0) {
uv = m + normalize(d) * tan(r * power) * bind / tan(bind * power);
}
else {
uv = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
}
vec3 col = texture(tex, uv).xyz;
gl_FragColor = vec4(col, 1.0);
// vec4 texCol = texture(tex, texCoord);
// gl_FragColor = texCol;
}