#version 150 #define distortion 0.08 uniform sampler2D source[]; uniform vec4 sourceSize[]; in Vertex { vec2 texCoord; }; out vec4 fragColor; vec2 radialDistortion(vec2 coord) { vec2 cc = coord - vec2(0.5); float dist = dot(cc, cc) * distortion; return coord + cc * (1.0 - dist) * dist; } void main(void) { fragColor = texture(source[0], radialDistortion(texCoord)); }