0be6d925dc
Which means that reduz' beloved style which we all became used to will now be changed automatically to remove the first empty line. This makes us lean closer to 1TBS (the one true brace style) instead of hybridating it with some Allman-inspired spacing. There's still the case of braces around single-statement blocks that needs to be addressed (but clang-format can't help with that, but clang-tidy may if we agree about it). Part of #33027.
85 lines
1.6 KiB
GLSL
85 lines
1.6 KiB
GLSL
/* clang-format off */
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[vertex]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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precision highp float;
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precision highp int;
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#endif
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attribute highp vec2 vertex; // attrib:0
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/* clang-format on */
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uniform vec2 offset;
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uniform vec2 scale;
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varying vec2 uv_interp;
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void main() {
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uv_interp = vertex.xy * 2.0 - 1.0;
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vec2 v = vertex.xy * scale + offset;
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gl_Position = vec4(v, 0.0, 1.0);
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}
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/* clang-format off */
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[fragment]
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#ifdef USE_GLES_OVER_GL
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#define lowp
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#define mediump
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#define highp
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#else
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#if defined(USE_HIGHP_PRECISION)
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precision highp float;
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precision highp int;
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#else
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precision mediump float;
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precision mediump int;
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#endif
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#endif
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uniform sampler2D source; //texunit:0
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/* clang-format on */
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uniform vec2 eye_center;
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uniform float k1;
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uniform float k2;
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uniform float upscale;
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uniform float aspect_ratio;
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varying vec2 uv_interp;
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void main() {
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vec2 coords = uv_interp;
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vec2 offset = coords - eye_center;
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// take aspect ratio into account
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offset.y /= aspect_ratio;
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// distort
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vec2 offset_sq = offset * offset;
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float radius_sq = offset_sq.x + offset_sq.y;
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float radius_s4 = radius_sq * radius_sq;
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float distortion_scale = 1.0 + (k1 * radius_sq) + (k2 * radius_s4);
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offset *= distortion_scale;
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// reapply aspect ratio
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offset.y *= aspect_ratio;
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// add our eye center back in
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coords = offset + eye_center;
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coords /= upscale;
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// and check our color
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if (coords.x < -1.0 || coords.y < -1.0 || coords.x > 1.0 || coords.y > 1.0) {
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gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
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} else {
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coords = (coords + vec2(1.0)) / vec2(2.0);
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gl_FragColor = texture2D(source, coords);
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}
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}
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