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vec2 invMobius(vec2 a, vec2 b, vec2 c, vec2 d, vec2 z){
vec2 num = vec2(0,0);
num.x = (d.x*z.x - d.y*z.y)-b.x;
num.y = (d.x*z.y - d.y*z.x)-b.y;
vec2 den;
den.x = (c.x*z.x - c.y*z.y) + a.x;
den.y = -(c.x*z.y + c.y*z.x) + a.y;
den= den/(den.x*den.x + den.y*den.y);
vec2 result;
result.x = num.x*den.x - num.y*den.y;
result.y = num.x*den.y + num.y*den.x;
return result;
}
vec4 mainImage( vec2 fragCoord )
{
vec2 uv = fragCoord.xy / iResolution.xy;
uv = uv- vec2(0.5,0.5);
uv = uv*3.0;
vec2 a = vec2(1,1);
vec2 b = vec2(0,1);
vec2 c = vec2(0,1);
vec2 d = vec2(1,0);
vec2 transCoord = invMobius(a,b,c,d,uv);
fragColor = length(transCoord)>1.0?vec4(1,1,1,1):texture(iChannel0,transCoord);
}
void main(){
gl_FragColor = mainImage(gl_FragCoord);
}