Clarify number of distortions, play with distorting bullets
This commit is contained in:
@@ -1,9 +1,10 @@
|
||||
#version 450 core
|
||||
in vec2 texPos;
|
||||
in vec2 distmask[10];
|
||||
in vec2 pinchr[10];
|
||||
in vec2 pinchg[10];
|
||||
in vec2 pinchb[10];
|
||||
const int n1 = 15;
|
||||
in vec2 distmask[n1];
|
||||
in vec2 pinchr[n1];
|
||||
in vec2 pinchg[n1];
|
||||
in vec2 pinchb[n1];
|
||||
out vec4 fColor;
|
||||
layout (binding = 1) uniform sampler2D screenTexture;
|
||||
layout (location = 0) uniform int n;
|
||||
@@ -34,8 +35,8 @@ void main()
|
||||
tposb += x * pinchb[i];
|
||||
}
|
||||
fColor.r = texture(screenTexture, tposr).r;
|
||||
fColor.b = texture(screenTexture, tposb).b;
|
||||
fColor.g = texture(screenTexture, tposg).g;
|
||||
fColor.b = texture(screenTexture, tposb).b;
|
||||
}
|
||||
// fColor = vec4
|
||||
// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r
|
||||
|
||||
+56
-51
@@ -7,11 +7,17 @@ struct DataS { vec2 pos; vec2 v1; vec2 v2;
|
||||
layout (std430, binding = 9) readonly buffer Data { DataS data[]; };
|
||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||
layout (location = 0) uniform int n;
|
||||
// setting n1 > 15 does not work on my current hardware
|
||||
// on other hardware n = 15 might not work
|
||||
// e.g. if GL_MAX_VERTEX_OUTPUT_COMPONENTS < 128
|
||||
// note the vec2s might be treated as vec4s
|
||||
// note also the limit on GL_MAX_VARYING_COMPONENTS
|
||||
const int n1 = 15;
|
||||
out vec2 texPos;
|
||||
out vec2 distmask[10];
|
||||
out vec2 pinchr[10];
|
||||
out vec2 pinchg[10];
|
||||
out vec2 pinchb[10];
|
||||
out vec2 distmask[n1];
|
||||
out vec2 pinchr[n1];
|
||||
out vec2 pinchg[n1];
|
||||
out vec2 pinchb[n1];
|
||||
const int ks[6] =
|
||||
{0,1,2 // 2--3
|
||||
,2,1,3 // | |
|
||||
@@ -24,9 +30,8 @@ const vec2 cs[4] =
|
||||
};
|
||||
vec2 f (vec2 p) // transforms a vector from "world" into "screen" space
|
||||
{ return (theMat * vec4(p,0,1) - theMat * vec4(0,0,0,1)).xy; }
|
||||
vec2 g (vec2 p)
|
||||
{ return normalize(p); }
|
||||
vec2 ncToTex (vec2 p) {return 0.5 * (p + 1);}
|
||||
// don't need mat4 here, could get away with mat3...
|
||||
mat4 toTransMat (vec2 p)
|
||||
{ return mat4
|
||||
( 1, 0, 0 ,0
|
||||
@@ -40,51 +45,51 @@ void main()
|
||||
int k = ks[gl_VertexID];
|
||||
for(int i = 0; i < n; ++i)
|
||||
{
|
||||
vec4 off = theMat * vec4(data[i + gl_VertexID/6].pos, 0,1);
|
||||
DataS thedata = data[i + gl_VertexID/6];
|
||||
vec2 r1 = f(thedata.v1);
|
||||
vec2 r2 = f(thedata.v2);
|
||||
mat2 distT = inverse (mat2(r1,r2));
|
||||
distmask[i] = (distT * (cs[k] - off.xy));
|
||||
vec4 pinchxr = theMat
|
||||
* toTransMat(thedata.t3r)
|
||||
* toTransMat(thedata.pos)
|
||||
* mat4
|
||||
(thedata.t1r , 0, 0
|
||||
,thedata.t2r , 0, 0
|
||||
, 0, 0 , 0, 0
|
||||
, 0, 0 , 0, 1
|
||||
)
|
||||
* inverse(toTransMat(thedata.pos))
|
||||
* inverse(theMat)
|
||||
* (vec4(cs[k],0,1));
|
||||
pinchr[i] = ncToTex(pinchxr.xy) - ncToTex(cs[k]);
|
||||
vec4 pinchxg = theMat
|
||||
* toTransMat(thedata.t3g)
|
||||
* toTransMat(thedata.pos)
|
||||
* mat4
|
||||
(thedata.t1g , 0, 0
|
||||
,thedata.t2g , 0, 0
|
||||
, 0, 0 , 0, 0
|
||||
, 0, 0 , 0, 1
|
||||
)
|
||||
* inverse(toTransMat(thedata.pos))
|
||||
* inverse(theMat)
|
||||
* (vec4(cs[k],0,1));
|
||||
pinchg[i] = ncToTex(pinchxg.xy) - ncToTex(cs[k]);
|
||||
vec4 pinchxb = theMat
|
||||
* toTransMat(thedata.t3b)
|
||||
* toTransMat(thedata.pos)
|
||||
* mat4
|
||||
(thedata.t1b , 0, 0
|
||||
,thedata.t2b , 0, 0
|
||||
, 0, 0 , 0, 0
|
||||
, 0, 0 , 0, 1
|
||||
)
|
||||
* inverse(toTransMat(thedata.pos))
|
||||
* inverse(theMat)
|
||||
* (vec4(cs[k],0,1));
|
||||
pinchb[i] = ncToTex(pinchxb.xy) - ncToTex(cs[k]);
|
||||
DataS thedata = data[i + gl_VertexID/6];
|
||||
vec4 off = theMat * vec4(thedata.pos, 0,1);
|
||||
vec2 r1 = f(thedata.v1);
|
||||
vec2 r2 = f(thedata.v2);
|
||||
mat2 distT = inverse (mat2(r1,r2));
|
||||
distmask[i] = (distT * (cs[k] - off.xy));
|
||||
vec4 pinchxr = theMat
|
||||
* toTransMat(thedata.t3r)
|
||||
* toTransMat(thedata.pos)
|
||||
* mat4
|
||||
(thedata.t1r , 0, 0
|
||||
,thedata.t2r , 0, 0
|
||||
, 0, 0 , 0, 0
|
||||
, 0, 0 , 0, 1
|
||||
)
|
||||
* inverse(toTransMat(thedata.pos))
|
||||
* inverse(theMat)
|
||||
* (vec4(cs[k],0,1));
|
||||
pinchr[i] = ncToTex(pinchxr.xy) - ncToTex(cs[k]);
|
||||
vec4 pinchxg = theMat
|
||||
* toTransMat(thedata.t3g)
|
||||
* toTransMat(thedata.pos)
|
||||
* mat4
|
||||
(thedata.t1g , 0, 0
|
||||
,thedata.t2g , 0, 0
|
||||
, 0, 0 , 0, 0
|
||||
, 0, 0 , 0, 1
|
||||
)
|
||||
* inverse(toTransMat(thedata.pos))
|
||||
* inverse(theMat)
|
||||
* (vec4(cs[k],0,1));
|
||||
pinchg[i] = ncToTex(pinchxg.xy) - ncToTex(cs[k]);
|
||||
vec4 pinchxb = theMat
|
||||
* toTransMat(thedata.t3b)
|
||||
* toTransMat(thedata.pos)
|
||||
* mat4
|
||||
(thedata.t1b , 0, 0
|
||||
,thedata.t2b , 0, 0
|
||||
, 0, 0 , 0, 0
|
||||
, 0, 0 , 0, 1
|
||||
)
|
||||
* inverse(toTransMat(thedata.pos))
|
||||
* inverse(theMat)
|
||||
* (vec4(cs[k],0,1));
|
||||
pinchb[i] = ncToTex(pinchxb.xy) - ncToTex(cs[k]);
|
||||
}
|
||||
texPos = ncToTex(cs[k]);
|
||||
gl_Position = vec4 (cs[k],0,1);
|
||||
|
||||
Reference in New Issue
Block a user