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