[orx-fx] Add fisheye distortion to Lenses Filter
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@@ -2,25 +2,29 @@ in vec2 v_texCoord0;
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uniform sampler2D tex0;// input
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uniform float scale;
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uniform float rotation;
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uniform int rows;
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uniform int columns;
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uniform float distort;
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out vec4 o_color;
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void main() {
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vec2 uv = v_texCoord0;
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vec2 blockSize = vec2(1.0/8.0, 1.0/6.0);
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vec2 blockSize = vec2(1.0/columns, 1.0/rows);
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vec2 blockIndex = floor(uv / blockSize);
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vec2 blockUV = mod(uv/blockSize, vec2(1.0));
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vec2 blockUVC1 = (blockUV - vec2(0.5)) * 2.0;
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vec2 blockCenter = (blockIndex+0.5) * blockSize;
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float ca = cos(radians(rotation));
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float sa = sin(radians(rotation));
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vec2 ts = textureSize(tex0, 0);
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mat2 rm =mat2(1.0, 0.0, 0.0, ts.x/ts.y) * mat2(vec2(ca, sa), vec2(-sa, ca)) * mat2(1.0, 0.0, 0.0, ts.y/ts.x);
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vec2 cuv = (rm * (uv - blockCenter)
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* scale + blockCenter);
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mat2 rm = mat2(1.0, 0.0, 0.0, ts.x/ts.y) * mat2(vec2(ca, sa), vec2(-sa, ca)) * mat2(1.0, 0.0, 0.0, ts.y/ts.x);
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vec2 ruv = (uv - blockCenter);
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vec2 luv;
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luv.x = (1.0 - blockUVC1.y * blockUVC1.y * distort) * ruv.x;
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luv.y = (1.0 - blockUVC1.x * blockUVC1.x * distort) * ruv.y;
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vec2 cuv = (rm * luv * scale + blockCenter);
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float sx = step(0.0, cuv.x) * (1.0 - step(1.0, cuv.x));
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float sy = step(0.0, cuv.y) * (1.0 - step(1.0, cuv.y));
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