Add barrel distortion shader
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#version 430 core
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in vec2 cenPos;
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in vec2 texPos;
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in vec2 texDist;
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in float factor;
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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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}
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void main()
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{
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vec4 tColor = vec4(texture(screenTexture , texPos) );
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float t = distance(cenPos,texDist);
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fColor = vec4(tColor.xy,t,tColor.w);
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//, cenPos + f(distance(cenPos,texDist)) * (texPos - cenPos))) ;
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}
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