Allow independent distortion of rgb channels

This commit is contained in:
2025-11-19 10:38:30 +00:00
parent 8759431fec
commit 610936a5fa
6 changed files with 72 additions and 31 deletions
+12 -10
View File
@@ -1,12 +1,12 @@
#version 450 core
in vec2 texPos;
in vec2 distmask[10];
in vec2 pinch[10];
in vec2 pinchr[10];
in vec2 pinchg[10];
in vec2 pinchb[10];
out vec4 fColor;
layout (binding = 1) uniform sampler2D screenTexture;
layout (location = 0) uniform int n;
//float x = 1 - min(1, sqrt(distance(distmask[0],vec2(0,0))));
//float x = 1 - min(1, dot(distmask,distmask));
vec3 toYUV (vec3 rgb)
{ return rgb * mat3
( 0.299 , 0.587 , 0.114
@@ -23,17 +23,19 @@ vec3 toRGB (vec3 yuv)
}
void main()
{
vec2 tpos = texPos;
vec2 tposr = texPos;
vec2 tposb = texPos;
vec2 tposg = texPos;
for(int i = 0; i < n; ++i)
{
float x = 1 - min(1, sqrt(distance(distmask[i],vec2(0,0))));
tpos += x * pinch[i];
tposr += x * pinchr[i];
tposg += x * pinchg[i];
tposb += x * pinchb[i];
}
fColor = texture(screenTexture, tpos);
//fColor = texture(screenTexture
// , (texPos + x * pinch[0]
// + y * pinch[1]
// ));
fColor.r = texture(screenTexture, tposr).r;
fColor.b = texture(screenTexture, tposb).b;
fColor.g = texture(screenTexture, tposg).g;
}
// fColor = vec4
// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r