You can also apply a similar modification to the Lotte shader, just replace the void function at the end with this:
void main(void)
{
#ifdef CURVATURE
vec2 pos = radialDistortion(texCoord);//CURVATURE
//FINAL//
gl_FragColor.rgb = Tri(pos) * Mask(gl_FragCoord.xy) * vec3(corner(pos));
#else
vec2 pos = gl_TexCoord[0].xy;
gl_FragColor.rgb = Tri(pos) * Mask(gl_FragCoord.xy);
#endif
#ifdef YUV
gl_FragColor.rgb = vec3(dot(YUVr,gl_FragColor.rgb), dot(YUVg,gl_FragColor.rgb), dot(YUVb,gl_FragColor.rgb));
gl_FragColor.rgb = clamp(ToSrgb(gl_FragColor.rgb), 0.0, 1.0);
#endif
#ifdef GAMMA_CONTRAST_BOOST
gl_FragColor.rgb=brightMult*pow(gl_FragColor.rgb,gammaBoost )-vec3(blackClip);
#endif
gl_FragColor.a = corner(pos);
}