Fix front camera rotation mirroring in shader

Add uIsFrontCamera uniform to shader and adjust coordinate
transformations for front camera's mirrored texture coordinates:
- Position transform: (1-posY, 1-posX) instead of (posY, 1-posX)
- Angle transform: -angle - 90° instead of +angle + 90°

Applied to linearFocusDistance, radialFocusDistance, and blur
direction calculations in sampleBlurred.

Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
This commit is contained in:
Ole-Morten Duesund 2026-01-29 17:07:44 +01:00
commit 0cd41e9814
3 changed files with 51 additions and 17 deletions

View file

@ -126,7 +126,7 @@ class TiltShiftRenderer(
GLES20.glClear(GLES20.GL_COLOR_BUFFER_BIT)
// Use shader and set parameters
shader.use(cameraTextureId, blurParameters, surfaceWidth, surfaceHeight)
shader.use(cameraTextureId, blurParameters, surfaceWidth, surfaceHeight, isFrontCamera)
// Set vertex positions
GLES20.glEnableVertexAttribArray(shader.aPositionLocation)