Add barrel distortion shader
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#version 430 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 rad1;
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layout (location = 2) in vec2 rad2;
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layout (location = 3) in float factor;
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layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
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out vec2 vRad1;
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out vec2 vRad2;
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out float vFactor;
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void main()
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{
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gl_Position = theMat * vec4(pos,0,1);
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//gl_Position = vec4(1,1,0,1);
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vRad1 = (theMat * vec4(rad1,0,1)).xy;
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vRad2 = (theMat * vec4(rad2,0,1)).xy;
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vFactor = factor;
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}
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