#version 450 layout (binding = 1) uniform sampler2DArray samplerView; layout (binding = 0) uniform UBO { layout(offset = 272) float distortionAlpha; } ubo; layout (location = 0) in vec2 inUV; layout (location = 0) out vec4 outColor; layout (constant_id = 0) const float VIEW_LAYER = 0.0f; void main() { const float alpha = ubo.distortionAlpha; vec2 p1 = vec2(2.0 * inUV - 1.0); vec2 p2 = p1 / (1.0 - alpha * length(p1)); p2 = (p2 + 1.0) * 0.5; bool inside = ((p2.x >= 0.0) && (p2.x <= 1.0) && (p2.y >= 0.0 ) && (p2.y <= 1.0)); outColor = inside ? texture(samplerView, vec3(p2, VIEW_LAYER)) : vec4(0.0); }