in vec2 v_texCoord0; uniform sampler2D tex0;// input uniform float scale; uniform float rotation; uniform int rows; uniform int columns; uniform float distort; out vec4 o_color; void main() { vec2 uv = v_texCoord0; vec2 blockSize = vec2(1.0 / float(columns), 1.0 / float(rows)); vec2 blockIndex = floor(uv / blockSize); vec2 blockUV = mod(uv/blockSize, vec2(1.0)); vec2 blockUVC1 = (blockUV - vec2(0.5)) * 2.0; vec2 blockCenter = (blockIndex + 0.5) * blockSize; float ca = cos(radians(rotation)); float sa = sin(radians(rotation)); vec2 ts = vec2(textureSize(tex0, 0)); 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); vec2 ruv = (uv - blockCenter); vec2 luv; luv.x = (1.0 - blockUVC1.y * blockUVC1.y * distort) * ruv.x; luv.y = (1.0 - blockUVC1.x * blockUVC1.x * distort) * ruv.y; vec2 cuv = (rm * luv * scale + blockCenter); float sx = step(0.0, cuv.x) * (1.0 - step(1.0, cuv.x)); float sy = step(0.0, cuv.y) * (1.0 - step(1.0, cuv.y)); vec4 c = texture(tex0, cuv) * sx * sy; o_color = c; }