Allow independent distortion of rgb channels
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+12
-10
@@ -1,12 +1,12 @@
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#version 450 core
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in vec2 texPos;
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in vec2 distmask[10];
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in vec2 pinch[10];
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in vec2 pinchr[10];
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in vec2 pinchg[10];
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in vec2 pinchb[10];
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out vec4 fColor;
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layout (binding = 1) uniform sampler2D screenTexture;
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layout (location = 0) uniform int n;
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//float x = 1 - min(1, sqrt(distance(distmask[0],vec2(0,0))));
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//float x = 1 - min(1, dot(distmask,distmask));
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vec3 toYUV (vec3 rgb)
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{ return rgb * mat3
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( 0.299 , 0.587 , 0.114
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@@ -23,17 +23,19 @@ vec3 toRGB (vec3 yuv)
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}
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void main()
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{
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vec2 tpos = texPos;
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vec2 tposr = texPos;
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vec2 tposb = texPos;
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vec2 tposg = texPos;
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for(int i = 0; i < n; ++i)
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{
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float x = 1 - min(1, sqrt(distance(distmask[i],vec2(0,0))));
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tpos += x * pinch[i];
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tposr += x * pinchr[i];
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tposg += x * pinchg[i];
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tposb += x * pinchb[i];
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}
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fColor = texture(screenTexture, tpos);
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//fColor = texture(screenTexture
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// , (texPos + x * pinch[0]
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// + y * pinch[1]
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// ));
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fColor.r = texture(screenTexture, tposr).r;
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fColor.b = texture(screenTexture, tposb).b;
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fColor.g = texture(screenTexture, tposg).g;
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}
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// fColor = vec4
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// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r
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@@ -1,11 +1,17 @@
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#version 450 core
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struct DataS { vec2 pos; vec2 v1; vec2 v2; vec2 t1; vec2 t2; vec2 t3; };
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struct DataS { vec2 pos; vec2 v1; vec2 v2;
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vec2 t1r; vec2 t2r; vec2 t3r;
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vec2 t1g; vec2 t2g; vec2 t3g;
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vec2 t1b; vec2 t2b; vec2 t3b;
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};
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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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layout (location = 0) uniform int n;
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out vec2 texPos;
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out vec2 distmask[10];
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out vec2 pinch[10];
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out vec2 pinchr[10];
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out vec2 pinchg[10];
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out vec2 pinchb[10];
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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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@@ -40,19 +46,45 @@ void main()
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vec2 r2 = f(thedata.v2);
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mat2 distT = inverse (mat2(r1,r2));
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distmask[i] = (distT * (cs[k] - off.xy));
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vec4 pinchx = theMat
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* toTransMat(thedata.t3)
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vec4 pinchxr = theMat
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* toTransMat(thedata.t3r)
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* toTransMat(thedata.pos)
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* mat4
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(thedata.t1 , 0, 0
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,thedata.t2 , 0, 0
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(thedata.t1r , 0, 0
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,thedata.t2r , 0, 0
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, 0, 0 , 0, 0
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, 0, 0 , 0, 1
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)
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* inverse(toTransMat(thedata.pos))
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* inverse(theMat)
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* (vec4(cs[k],0,1));
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pinch[i] = ncToTex(pinchx.xy) - ncToTex(cs[k]);
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pinchr[i] = ncToTex(pinchxr.xy) - ncToTex(cs[k]);
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vec4 pinchxg = theMat
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* toTransMat(thedata.t3g)
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* toTransMat(thedata.pos)
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* mat4
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(thedata.t1g , 0, 0
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,thedata.t2g , 0, 0
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, 0, 0 , 0, 0
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, 0, 0 , 0, 1
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)
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* inverse(toTransMat(thedata.pos))
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* inverse(theMat)
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* (vec4(cs[k],0,1));
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pinchg[i] = ncToTex(pinchxg.xy) - ncToTex(cs[k]);
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vec4 pinchxb = theMat
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* toTransMat(thedata.t3b)
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* toTransMat(thedata.pos)
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* mat4
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(thedata.t1b , 0, 0
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,thedata.t2b , 0, 0
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, 0, 0 , 0, 0
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, 0, 0 , 0, 1
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)
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* inverse(toTransMat(thedata.pos))
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* inverse(theMat)
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* (vec4(cs[k],0,1));
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pinchb[i] = ncToTex(pinchxb.xy) - ncToTex(cs[k]);
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}
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texPos = ncToTex(cs[k]);
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gl_Position = vec4 (cs[k],0,1);
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