mirror of https://github.com/bsnes-emu/bsnes.git
22 lines
379 B
GLSL
22 lines
379 B
GLSL
#version 150
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#define distortion 0.2
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uniform sampler2D source[];
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uniform vec4 sourceSize[];
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in Vertex {
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vec2 texCoord;
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};
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out vec4 fragColor;
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vec2 radialDistortion(vec2 coord) {
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vec2 cc = coord - vec2(0.5);
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float dist = dot(cc, cc) * distortion;
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return coord + cc * (1.0 - dist) * dist;
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}
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void main() {
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fragColor = texture(source[0], radialDistortion(texCoord));
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}
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