Allow for multiple distortions at once

This commit is contained in:
2025-11-18 22:49:51 +00:00
parent 8428f08ebd
commit b633b9d55f
5 changed files with 41 additions and 31 deletions
+10 -14
View File
@@ -1,12 +1,11 @@
#version 450 core
in vec2 texPos;
in vec2 distmask;
in vec2 pinch;
in vec2 distmask[2];
in vec2 pinch[2];
out vec4 fColor;
layout (binding = 1) uniform sampler2D screenTexture;
float x = 1 - min(1, sqrt(distance(distmask,vec2(0,0))));
float xab = abs(distmask.x);
float yab = abs(distmask.y);
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
@@ -23,14 +22,12 @@ vec3 toRGB (vec3 yuv)
}
void main()
{
fColor = texture(screenTexture, (texPos + x * pinch));
//fColor = texture(screenTexture, (texPos + x*pinch));
//fColor = texture(screenTexture, (texPos + x*pinch));
// fColor = vec4
// ( texture(screenTexture, (texPos + x*pinch)).r
// , texture(screenTexture, (texPos + x*(-pinch))).g
// , texture(screenTexture, texPos).ba
// ) ;
float y = 1 - min(1, sqrt(distance(distmask[1],vec2(0,0))));
fColor = texture(screenTexture
, (texPos + x * pinch[0]
+ y * pinch[1]
));
}
// fColor = vec4
// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r
// , toYUV(texture(screenTexture, (texPos + x*pinch)).rgb).g
@@ -38,4 +35,3 @@ void main()
// ) )
// , 1
// ) ;
}
+9 -6
View File
@@ -3,8 +3,8 @@ struct DataS { vec2 pos; vec2 v1; vec2 v2; vec2 t1; vec2 t2; vec2 t3; };
layout (std430, binding = 9) readonly buffer Data { DataS data[]; };
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
out vec2 texPos;
out vec2 distmask;
out vec2 pinch;
out vec2 distmask[2];
out vec2 pinch[2];
const int ks[6] =
{0,1,2 // 2--3
,2,1,3 // | |
@@ -31,12 +31,14 @@ mat4 toTransMat (vec2 p)
void main()
{
int k = ks[gl_VertexID];
DataS thedata = data[gl_VertexID/6];
vec4 off = theMat * vec4(data[gl_VertexID/6].pos, 0,1);
for(int i = 0; i < 2; ++i)
{
vec4 off = theMat * vec4(data[i + gl_VertexID/6].pos, 0,1);
DataS thedata = data[i + gl_VertexID/6];
vec2 r1 = f(thedata.v1);
vec2 r2 = f(thedata.v2);
mat2 distT = inverse (mat2(r1,r2));
distmask = distT * (cs[k] - off.xy);
distmask[i] = (distT * (cs[k] - off.xy));
vec4 pinchx = theMat
* toTransMat(thedata.t3)
* toTransMat(thedata.pos)
@@ -49,7 +51,8 @@ void main()
* inverse(toTransMat(thedata.pos))
* inverse(theMat)
* (vec4(cs[k],0,1));
pinch = ncToTex(pinchx.xy) - ncToTex(cs[k]);
pinch[i] = ncToTex(pinchx.xy) - ncToTex(cs[k]);
}
texPos = ncToTex(cs[k]);
gl_Position = vec4 (cs[k],0,1);
}