Work on distortion shader

This commit is contained in:
2025-11-15 23:17:44 +00:00
parent d436b853eb
commit 1205823ddb
12 changed files with 108 additions and 119 deletions
+15 -2
View File
@@ -1,10 +1,23 @@
#version 450 core
in vec2 texPos;
in vec2 distmask;
in vec2 pinch;
out vec4 fColor;
layout (binding = 1) uniform sampler2D screenTexture;
float x = min(1, dot(distmask,distmask));
float x = 1 - min(1, dot(distmask,distmask));
float xab = abs(distmask.x);
float yab = abs(distmask.y);
void main()
{
fColor = mix(texture(screenTexture, texPos),vec4(1,0,0,1),x);
fColor = (xab < 1 && yab < 1
//? vec4 (0.5*(distmask.x+1),0.5*(distmask.y+1),0,1)
? vec4 (0.5*(distmask.x+1),0.5*(distmask.y+1),0,1)
: texture(screenTexture, texPos));
//fColor = texture(screenTexture, (texPos + x*x*pinch));
//fColor = vec4
// ( texture(screenTexture, (texPos + x*x*pinch)).r
// , texture(screenTexture, (texPos - x*x*pinch)).g
// , texture(screenTexture, (texPos - x*x*(pinch.yx))).b
// , texture(screenTexture, texPos).a
// ) ;
}
-44
View File
@@ -1,44 +0,0 @@
#version 450 core
layout (points) in;
layout (triangle_strip, max_vertices = 4) out;
in vec2 vRad1[];
in vec2 vRad2[];
in vec2 vCen[];
in float vFactor[];
out vec2 vcpos;
out vec2 texPos;
out vec2 texDist;
out float gfactor;
vec2 g(float x,float y, vec2 v, vec2 r1, vec2 r2)
{ return vec2
(dot(normalize(r1-v),vec2(x,y)-v) / length(r1-v)
,dot(normalize(r2-v),vec2(x,y)-v) / length(r2-v)
);
}
void main() {
vec2 cpos = vCen[0];
vcpos = cpos;
vec2 grad1 = vRad1[0];
vec2 grad2 = vRad2[0];
gfactor = vFactor[0];
texPos = vec2(1,1);
texDist = g(1,1,cpos,grad1,grad2);
gl_Position = vec4 (1,1,0,1);
EmitVertex();
texPos = vec2(1,0);
texPos = vec2(1,-1);
texDist = g(1,-1,cpos,grad1,grad2);
gl_Position = vec4 (1,-1,0,1);
EmitVertex();
texPos = vec2(0,1);
texPos = vec2(-1,1);
texDist = g(-1,1,cpos,grad1,grad2);
gl_Position = vec4 (-1,1,0,1);
EmitVertex();
texPos = vec2(0,0);
texPos = vec2(-1,-1);
texDist = g(-1,-1,cpos,grad1,grad2);
gl_Position = vec4 (-1,-1,0,1);
EmitVertex();
EndPrimitive();
}
+24 -5
View File
@@ -1,9 +1,10 @@
#version 450 core
struct DataS { vec2 pos; vec2 rad1; vec2 rad2; };
struct DataS { vec2 pos; vec2 v1; vec2 v2; vec2 rad; };
layout (std430, binding = 9) readonly buffer Data { DataS data[]; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec2 texPos;
out vec2 distmask;
out vec2 pinch;
const int ks[6] =
{0,1,2 // 2--3
,2,1,3 // | |
@@ -18,10 +19,28 @@ void main()
{
int k = ks[gl_VertexID];
vec4 off = (theMat * vec4(data[gl_VertexID/6].pos, 0,1));
float r = distance
((theMat * vec4(data[gl_VertexID/6].rad1, 0,1)).xy
,(theMat * vec4(0,0, 0,1)).xy);
distmask = (cs[k] - off.xy)/r;
vec2 r1 = (theMat * vec4(data[gl_VertexID/6].v1, 0,1)).xy
- (theMat * vec4(0,0,0,1)).xy;
vec2 r2 = (theMat * vec4(data[gl_VertexID/6].v2, 0,1)).xy
- (theMat * vec4(0,0, 0,1)).xy;
pinch =
(theMat * vec4(data[gl_VertexID/6].rad, 0,1)).xy
- (theMat * vec4(0,0, 0,1)).xy;
// mat2 distT = mat2(-1/r1.x, -1/r2.x
// ,1/r1.y, -1/r2.y
// );
// mat2 distT = mat2(2, 0
// ,-1/sqrt(2), 1/sqrt(2)
// );
// mat2 distT = mat2(1/r1.x, 2*sqrt(2)
// ,1/r1.y, 2*sqrt(2)
// );
mat2 distT = inverse (mat2(r1,r2));
// mat2 distT = mat2(1/r1.x, 1/r2.x
// ,1/r1.y, 1/r2.y
// );
//distmask = (cs[k] - off.xy)/r;
distmask = distT * (cs[k] - off.xy);
texPos = 0.5 * (cs[k]+vec2(1,1));
gl_Position = vec4 (cs[k],0,1);
}