Implement multiple radial distortion rendering
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@@ -9,7 +9,6 @@ out vec2 vcpos;
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out vec2 texPos;
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out vec2 texDist;
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out float gfactor;
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vec2 g(float x,float y, vec2 v, vec2 r1, vec2 r2)
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{ return vec2
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(dot(normalize(r1-v),vec2(x,y)-v) / length(r1-v)
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@@ -18,7 +17,6 @@ vec2 g(float x,float y, vec2 v, vec2 r1, vec2 r2)
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}
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void main() {
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vec2 cpos = vCen[0];
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//vcpos = 2*cpos - vec2(1,1);
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vcpos = cpos;
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vec2 grad1 = vRad1[0];
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vec2 grad2 = vRad2[0];
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