Implement multiple radial distortion rendering
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@@ -6,10 +6,7 @@ in vec2 vcpos;
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out vec4 fColor;
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layout (binding = 1) uniform sampler2D screenTexture;
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float f ( float x) {
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//return max (1, 1 / (2 * x + 0.5)) ;
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//return min (1, x) ;
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if (x>1) {return 1;} else {return (1-gfactor)*x + gfactor;}
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//if (x>1) {return 1;} else {return 0.5;}
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}
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void main()
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{
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@@ -18,8 +15,4 @@ void main()
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, 0.5+0.5 *( vcpos + t * (texPos - vcpos))
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)
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);
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//vec4 tColor = vec4(texture(screenTexture , cpos + (texPos - cpos)) );
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//float t = distance(cenPos,texPos);
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//fColor = vec4(tColor.xy,t,tColor.w);
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//fColor = tColor;
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}
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