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- #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);
- }
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