Work on distortion shader
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@@ -34,7 +34,7 @@ vec4 shiftNear(vec4 pos)
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return (sp.z > 100 ? projNear(pos) : sp);
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}
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// Output 6 vertices for 4 data inputs
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int ks[6] = // Inputdata: n1a Shadow:
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const int ks[6] = // Inputdata: n1a Shadow:
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{0,1,2 // 2--3 / p2--p3
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,2,1,3 // | | p0---p1 / |
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}; // 0--1 / / |
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@@ -1,20 +1,10 @@
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#version 450 core
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in vec2 texPos;
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in vec2 texDist;
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in float gfactor;
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in vec2 vcpos;
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in vec2 distmask;
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out vec4 fColor;
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layout (binding = 1) uniform sampler2D screenTexture;
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float f ( float x) {
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if (x>1) {return 1;} else {return (1-gfactor)*x + gfactor;}
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}
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float x = min(1, dot(distmask,distmask));
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void main()
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{
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float t = f(length(texDist));
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float r = texture(screenTexture , (t*texPos - vcpos)).r ;
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vec2 gb = texture(screenTexture
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, 0.5+0.5 *( vcpos + t * (texPos - vcpos))
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).gb
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;
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fColor = vec4(r,gb,1);
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fColor = mix(texture(screenTexture, texPos),vec4(1,0,0,1),x);
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}
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+22
-13
@@ -1,18 +1,27 @@
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#version 450 core
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layout (location = 0) in vec2 pos;
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layout (location = 1) in vec2 rad1;
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layout (location = 2) in vec2 rad2;
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layout (location = 3) in float factor;
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struct DataS { vec2 pos; vec2 rad1; vec2 rad2; };
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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 vCen;
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out vec2 vRad1;
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out vec2 vRad2;
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out float vFactor;
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out vec2 texPos;
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out vec2 distmask;
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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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}; // 0--1
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const vec2 cs[4] =
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{ vec2 (-1,-1)
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, vec2 ( 1,-1)
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, vec2 (-1, 1)
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, vec2 ( 1, 1)
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};
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void main()
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{
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gl_Position = vec4(0,0,0,1);
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vCen = (theMat * vec4(pos,0,1)).xy;
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vRad1 = (theMat * vec4(rad1,0,1)).xy;
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vRad2 = (theMat * vec4(rad2,0,1)).xy;
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vFactor = factor;
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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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float r = distance
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((theMat * vec4(data[gl_VertexID/6].rad1, 0,1)).xy
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,(theMat * vec4(0,0, 0,1)).xy);
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distmask = (cs[k] - off.xy)/r;
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texPos = 0.5 * (cs[k]+vec2(1,1));
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gl_Position = vec4 (cs[k],0,1);
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}
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