Work on distortion shader
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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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