/* clang-format off */ [vertex] #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else precision highp float; precision highp int; #endif layout(location = 0) highp vec2 vertex; /* clang-format on */ uniform vec2 offset; uniform vec2 scale; out vec2 uv_interp; void main() { uv_interp = vertex.xy * 2.0 - 1.0; vec2 v = vertex.xy * scale + offset; gl_Position = vec4(v, 0.0, 1.0); } /* clang-format off */ [fragment] #ifdef USE_GLES_OVER_GL #define lowp #define mediump #define highp #else #if defined(USE_HIGHP_PRECISION) precision highp float; precision highp int; #else precision mediump float; precision mediump int; #endif #endif uniform sampler2D source; //texunit:0 /* clang-format on */ uniform vec2 eye_center; uniform float k1; uniform float k2; uniform float upscale; uniform float aspect_ratio; in vec2 uv_interp; layout(location = 0) out vec4 frag_color; void main() { vec2 coords = uv_interp; vec2 offset = coords - eye_center; // take aspect ratio into account offset.y /= aspect_ratio; // distort vec2 offset_sq = offset * offset; float radius_sq = offset_sq.x + offset_sq.y; float radius_s4 = radius_sq * radius_sq; float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4); offset *= distortion_scale; // reapply aspect ratio offset.y *= aspect_ratio; // add our eye center back in coords = offset + eye_center; coords /= upscale; // and check our color if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) { frag_color = vec4(0.0, 0.0, 0.0, 1.0); } else { coords = (coords + vec2(1.0)) / vec2(2.0); frag_color = texture(source, coords); } }