Work on distortions
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+30
-12
@@ -4,20 +4,38 @@ 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 = 1 - min(1, dot(distmask,distmask));
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float x = 1 - min(1, sqrt(distance(distmask,vec2(0,0))));
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float xab = abs(distmask.x);
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float yab = abs(distmask.y);
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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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,-0.14713,-0.28886, 0.436
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, 0.615 ,-0.51499,-0.10001
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) ;
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}
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vec3 toRGB (vec3 yuv)
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{ return yuv * mat3
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(1, 0 , 1.13983
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,1,-0.39465,-0.58060
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,1, 2.03211, 0
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) ;
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}
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void main()
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{
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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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fColor = texture(screenTexture, (texPos + x * pinch));
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//fColor = texture(screenTexture, (texPos + x*pinch));
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//fColor = texture(screenTexture, (texPos + x*pinch));
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// fColor = vec4
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// ( texture(screenTexture, (texPos + x*pinch)).r
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// , texture(screenTexture, (texPos + x*(-pinch))).g
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// , texture(screenTexture, texPos).ba
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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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// , toYUV(texture(screenTexture, (texPos + x*pinch)).rgb).g
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// , toYUV(texture(screenTexture, (texPos + x*(pinch))).rgb).b
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// ) )
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// , 1
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// ) ;
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}
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+32
-23
@@ -1,5 +1,5 @@
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#version 450 core
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struct DataS { vec2 pos; vec2 v1; vec2 v2; vec2 rad; };
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struct DataS { vec2 pos; vec2 v1; vec2 v2; vec2 t1; vec2 t2; vec2 t3; };
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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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@@ -15,32 +15,41 @@ const vec2 cs[4] =
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, vec2 (-1, 1)
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, vec2 ( 1, 1)
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};
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vec2 f (vec2 p) // transforms a vector from "world" into "screen" space
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{ return (theMat * vec4(p,0,1) - theMat * vec4(0,0,0,1)).xy; }
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vec2 g (vec2 p)
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{ return normalize(p); }
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vec2 ncToTex (vec2 p) {return 0.5 * (p + 1);}
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mat4 toTransMat (vec2 p)
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{ return mat4
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( 1, 0, 0 ,0
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, 0, 1, 0 ,0
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, 0, 0, 1 ,0
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,p.x,p.y, 0 ,1
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) ;
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}
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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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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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DataS thedata = data[gl_VertexID/6];
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vec4 off = theMat * vec4(data[gl_VertexID/6].pos, 0,1);
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vec2 r1 = f(thedata.v1);
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vec2 r2 = f(thedata.v2);
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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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vec4 pinchx = theMat
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* toTransMat(thedata.t3)
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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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, 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 = ncToTex(pinchx.xy) - ncToTex(cs[k]);
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texPos = ncToTex(cs[k]);
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gl_Position = vec4 (cs[k],0,1);
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}
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