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Adding the shader examples
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// Inspired by the "Angular Fisheye à la Bourke" sketch from
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// Jonathan Cremieux, as shown in the OpenProcessing website:
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// http://openprocessing.org/visuals/?visualID=12140
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// Using the inverse transform of the angular fisheye as
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// explained in Paul Bourke's website:
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// http://paulbourke.net/miscellaneous/domefisheye/fisheye/
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#ifdef GL_ES
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precision mediump float;
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precision mediump int;
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#endif
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uniform sampler2D textureSampler;
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uniform mat4 texcoordMatrix;
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varying vec4 vertColor;
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varying vec4 vertTexcoord;
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uniform float aperture;
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const float PI = 3.1415926535;
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void main(void) {
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float apertureHalf = 0.5 * aperture * (PI / 180.0);
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// This factor ajusts the coordinates in the case that
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// the aperture angle is less than 180 degrees, in which
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// case the area displayed is not the entire half-sphere.
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float maxFactor = sin(apertureHalf);
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// The st factor takes into account the situation when non-pot
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// textures are not supported, so that the maximum texture
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// coordinate to cover the entire image might not be 1.
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vec2 stFactor = vec2(1.0 / abs(texcoordMatrix[0][0]), 1.0 / abs(texcoordMatrix[1][1]));
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vec2 pos = (2.0 * vertTexcoord.st * stFactor - 1.0);
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float l = length(pos);
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if (l > 1.0) {
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gl_FragColor = vec4(0, 0, 0, 1);
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} else {
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float x = maxFactor * pos.x;
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float y = maxFactor * pos.y;
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float n = length(vec2(x, y));
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float z = sqrt(1.0 - n * n);
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float r = atan(n, z) / PI;
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float phi = atan(y, x);
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float u = r * cos(phi) + 0.5;
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float v = r * sin(phi) + 0.5;
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gl_FragColor = texture2D(textureSampler, vec2(u, v) / stFactor) * vertColor;
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}
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}
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