packages/miew/src/gfx/shaders/ScreenQuadFromTexWithDistortion.frag
precision highp float;
varying vec2 vUv;
uniform sampler2D srcTex;
uniform float coef;
void main() {
vec2 uv = vUv * 2.0 - 1.0;
float r2 = dot(uv, uv);
vec2 tc = uv * (1.0 + coef * r2);
if (!all(lessThan(abs(tc), vec2(1.0))))
discard;
tc = 0.5 * (tc + 1.0);
gl_FragColor = texture2D(srcTex, tc);
}