0 true #version 150 //OVE shader_name: eye fish //OVE shader_description: ported from Olive 0.1 filters. //OVE main_input_name: Input uniform sampler2D tex_in; //OVE name: my float //OVE type: FLOAT //OVE flag: NOT_CONNECTABLE //OVE min: 0 //OVE default: 100 //OVE description: uniform float size; //OVE end // pixel coordinates in range [0..1]x[0..1] in vec2 ove_texcoord; // output color out vec4 frag_color; #define M_PI 3.1415926535897932384626433832795 void main(void) { float maxFactor = 2.0 - (size * 0.01); vec2 uv; vec2 xy = 2.0 * ove_texcoord - 1.0; float d = length(xy); if (d < (2.0-maxFactor)) { d = length(xy * maxFactor); float z = sqrt(1.0 - d * d); float r = atan(d, z) / M_PI; float phi = atan(xy.y, xy.x); uv.x = r * cos(phi) + 0.5; uv.y = r * sin(phi) + 0.5; } else { uv = ove_texcoord; } vec4 c = texture(tex_in, uv); frag_color = c; } None 0 100 1898346685104 -1 -1 -1 -1 {114bacfc-96b2-4738-8074-4390bbdc9b71} {9b0707c3-5c71-4cab-aa76-ee5e663a000f} 0 -1.77976 0.0350877