Limit number of distortions to 10

This commit is contained in:
2025-11-18 23:10:36 +00:00
parent b633b9d55f
commit 8759431fec
4 changed files with 23 additions and 12 deletions
+15 -8
View File
@@ -1,10 +1,11 @@
#version 450 core
in vec2 texPos;
in vec2 distmask[2];
in vec2 pinch[2];
in vec2 distmask[10];
in vec2 pinch[10];
out vec4 fColor;
layout (binding = 1) uniform sampler2D screenTexture;
float x = 1 - min(1, sqrt(distance(distmask[0],vec2(0,0))));
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
@@ -22,11 +23,17 @@ vec3 toRGB (vec3 yuv)
}
void main()
{
float y = 1 - min(1, sqrt(distance(distmask[1],vec2(0,0))));
fColor = texture(screenTexture
, (texPos + x * pinch[0]
+ y * pinch[1]
));
vec2 tpos = texPos;
for(int i = 0; i < n; ++i)
{
float x = 1 - min(1, sqrt(distance(distmask[i],vec2(0,0))));
tpos += x * pinch[i];
}
fColor = texture(screenTexture, tpos);
//fColor = texture(screenTexture
// , (texPos + x * pinch[0]
// + y * pinch[1]
// ));
}
// fColor = vec4
// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r