Allow for multiple distortions at once
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+10
-14
@@ -1,12 +1,11 @@
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#version 450 core
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in vec2 texPos;
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in vec2 distmask;
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in vec2 pinch;
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in vec2 distmask[2];
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in vec2 pinch[2];
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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, 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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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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@@ -23,14 +22,12 @@ vec3 toRGB (vec3 yuv)
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}
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void main()
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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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float y = 1 - min(1, sqrt(distance(distmask[1],vec2(0,0))));
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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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// 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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@@ -38,4 +35,3 @@ void main()
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// ) )
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// , 1
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// ) ;
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}
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@@ -3,8 +3,8 @@ 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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out vec2 distmask;
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out vec2 pinch;
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out vec2 distmask[2];
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out vec2 pinch[2];
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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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@@ -31,12 +31,14 @@ mat4 toTransMat (vec2 p)
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void main()
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{
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int k = ks[gl_VertexID];
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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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for(int i = 0; i < 2; ++i)
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{
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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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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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distmask = distT * (cs[k] - off.xy);
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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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* toTransMat(thedata.pos)
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@@ -49,7 +51,8 @@ void main()
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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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pinch[i] = ncToTex(pinchx.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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}
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