Limit number of distortions to 10
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@@ -1,10 +1,11 @@
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#version 450 core
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#version 450 core
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in vec2 texPos;
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in vec2 texPos;
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in vec2 distmask[2];
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in vec2 distmask[10];
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in vec2 pinch[2];
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in vec2 pinch[10];
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out vec4 fColor;
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out vec4 fColor;
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layout (binding = 1) uniform sampler2D screenTexture;
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layout (binding = 1) uniform sampler2D screenTexture;
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float x = 1 - min(1, sqrt(distance(distmask[0],vec2(0,0))));
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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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//float x = 1 - min(1, dot(distmask,distmask));
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vec3 toYUV (vec3 rgb)
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vec3 toYUV (vec3 rgb)
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{ return rgb * mat3
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{ return rgb * mat3
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@@ -22,11 +23,17 @@ vec3 toRGB (vec3 yuv)
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}
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}
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void main()
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void main()
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{
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{
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float y = 1 - min(1, sqrt(distance(distmask[1],vec2(0,0))));
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vec2 tpos = texPos;
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fColor = texture(screenTexture
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for(int i = 0; i < n; ++i)
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, (texPos + x * pinch[0]
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{
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+ y * pinch[1]
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float x = 1 - min(1, sqrt(distance(distmask[i],vec2(0,0))));
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));
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tpos += x * pinch[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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}
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}
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// fColor = vec4
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// fColor = vec4
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// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r
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// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r
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@@ -2,9 +2,10 @@
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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; vec2 t1; vec2 t2; vec2 t3; };
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layout (std430, binding = 9) readonly buffer Data { DataS data[]; };
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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 (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 texPos;
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out vec2 distmask[2];
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out vec2 distmask[10];
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out vec2 pinch[2];
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out vec2 pinch[10];
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const int ks[6] =
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const int ks[6] =
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{0,1,2 // 2--3
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{0,1,2 // 2--3
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,2,1,3 // | |
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,2,1,3 // | |
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@@ -31,7 +32,7 @@ mat4 toTransMat (vec2 p)
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void main()
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void main()
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{
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{
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int k = ks[gl_VertexID];
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int k = ks[gl_VertexID];
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for(int i = 0; i < 2; ++i)
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for(int i = 0; i < n; ++i)
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{
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{
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vec4 off = theMat * vec4(data[i + gl_VertexID/6].pos, 0,1);
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vec4 off = theMat * vec4(data[i + gl_VertexID/6].pos, 0,1);
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DataS thedata = data[i + gl_VertexID/6];
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DataS thedata = data[i + gl_VertexID/6];
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@@ -22,4 +22,5 @@ testEvent w = fromMaybe w $ do
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20
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20
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return $ w & cWorld . lWorld . distortions .~ [distortionBulge
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return $ w & cWorld . lWorld . distortions .~ [distortionBulge
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, distortionBulge & rdPos +~ 50
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, distortionBulge & rdPos +~ 50
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, distortionBulge & rdPos +~ (-50)
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]
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]
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+3
-1
@@ -367,13 +367,15 @@ doDrawing' win pdata u = do
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glUseProgram (pdata ^. fullscreenShader)
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glUseProgram (pdata ^. fullscreenShader)
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glDrawArrays GL_TRIANGLES 0 6
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glDrawArrays GL_TRIANGLES 0 6
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--(RadialDistortion (V2 a b) (V2 c d) (V2 e f) (V2 g h) _:_) -> do
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--(RadialDistortion (V2 a b) (V2 c d) (V2 e f) (V2 g h) _:_) -> do
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rs -> do
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rs' -> do
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let rs = take 10 rs'
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
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withArray (concatMap rdToVec2s rs) $
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withArray (concatMap rdToVec2s rs) $
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
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(12 * fromIntegral (length rs * sizeOf (0 :: Float)))
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(12 * fromIntegral (length rs * sizeOf (0 :: Float)))
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glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
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glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
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glUseProgram (pdata ^. barrelShader . _1)
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glUseProgram (pdata ^. barrelShader . _1)
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glUniform1i 0 (fromIntegral (length rs))
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glDrawArrays GL_TRIANGLES 0 6
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glDrawArrays GL_TRIANGLES 0 6
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glBindTextureUnit 0 $ pdata ^. fbo2 . _2 . unTO
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glBindTextureUnit 0 $ pdata ^. fbo2 . _2 . unTO
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glBindFramebuffer GL_FRAMEBUFFER 0
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glBindFramebuffer GL_FRAMEBUFFER 0
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