The two branches of the if that starts at line 195 of camera360.gdshader were identical. I changed the logic and the shader now behaves better when the viewport is taller than wide. The distortion used to get progressively less centered as the viewport's width diminished.
Before :
After :
These images were taken by activating the grid, switching to panini and increasing the fov to 230deg without any rotation of the camera
The two branches of the if that starts at line 195 of
camera360.gdshader
were identical. I changed the logic and the shader now behaves better when the viewport is taller than wide. The distortion used to get progressively less centered as the viewport's width diminished.Before :
After :
![image](https://github.com/Cykyrios/Godot360/assets/117857232/c9aac91f-0b4a-4d39-a1a8-f5c9c17a3d62)
These images were taken by activating the grid, switching to panini and increasing the fov to 230deg without any rotation of the camera