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@iche033
Created November 4, 2016 19:57
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// The input texture, which is set up by the Ogre Compositor infrastructure.
uniform sampler2D RT;
// Mapping of undistorted to distorted uv coordinates.
uniform sampler2D distortionMap;
// Scale the input texture if necessary to crop black border
uniform vec3 scale;
void main()
{
// vec2 scaleCenter = vec2(0.5, 0.5);
// vec2 inputUV = (gl_TexCoord[0].xy - scaleCenter) * scale.xy + scaleCenter;
vec2 inputUV = gl_TexCoord[0].xy;
vec4 mapUV = texture2D(distortionMap, inputUV);
if (mapUV.x < 0.0 || mapUV.y < 0.0)
gl_FragColor = vec4(0.0, 0.0, 0.0, 1.0);
else
gl_FragColor = texture2D(RT, mapUV.xy);
}
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