Work on distortion shader
This commit is contained in:
@@ -34,7 +34,7 @@ vec4 shiftNear(vec4 pos)
|
|||||||
return (sp.z > 100 ? projNear(pos) : sp);
|
return (sp.z > 100 ? projNear(pos) : sp);
|
||||||
}
|
}
|
||||||
// Output 6 vertices for 4 data inputs
|
// Output 6 vertices for 4 data inputs
|
||||||
int ks[6] = // Inputdata: n1a Shadow:
|
const int ks[6] = // Inputdata: n1a Shadow:
|
||||||
{0,1,2 // 2--3 / p2--p3
|
{0,1,2 // 2--3 / p2--p3
|
||||||
,2,1,3 // | | p0---p1 / |
|
,2,1,3 // | | p0---p1 / |
|
||||||
}; // 0--1 / / |
|
}; // 0--1 / / |
|
||||||
|
|||||||
@@ -1,20 +1,10 @@
|
|||||||
#version 450 core
|
#version 450 core
|
||||||
in vec2 texPos;
|
in vec2 texPos;
|
||||||
in vec2 texDist;
|
in vec2 distmask;
|
||||||
in float gfactor;
|
|
||||||
in vec2 vcpos;
|
|
||||||
out vec4 fColor;
|
out vec4 fColor;
|
||||||
layout (binding = 1) uniform sampler2D screenTexture;
|
layout (binding = 1) uniform sampler2D screenTexture;
|
||||||
float f ( float x) {
|
float x = min(1, dot(distmask,distmask));
|
||||||
if (x>1) {return 1;} else {return (1-gfactor)*x + gfactor;}
|
|
||||||
}
|
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
float t = f(length(texDist));
|
fColor = mix(texture(screenTexture, texPos),vec4(1,0,0,1),x);
|
||||||
float r = texture(screenTexture , (t*texPos - vcpos)).r ;
|
|
||||||
vec2 gb = texture(screenTexture
|
|
||||||
, 0.5+0.5 *( vcpos + t * (texPos - vcpos))
|
|
||||||
).gb
|
|
||||||
;
|
|
||||||
fColor = vec4(r,gb,1);
|
|
||||||
}
|
}
|
||||||
|
|||||||
+22
-13
@@ -1,18 +1,27 @@
|
|||||||
#version 450 core
|
#version 450 core
|
||||||
layout (location = 0) in vec2 pos;
|
struct DataS { vec2 pos; vec2 rad1; vec2 rad2; };
|
||||||
layout (location = 1) in vec2 rad1;
|
layout (std430, binding = 9) readonly buffer Data { DataS data[]; };
|
||||||
layout (location = 2) in vec2 rad2;
|
|
||||||
layout (location = 3) in float factor;
|
|
||||||
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
layout (std140, binding = 0) uniform TheMat { mat4 theMat; } ;
|
||||||
out vec2 vCen;
|
out vec2 texPos;
|
||||||
out vec2 vRad1;
|
out vec2 distmask;
|
||||||
out vec2 vRad2;
|
const int ks[6] =
|
||||||
out float vFactor;
|
{0,1,2 // 2--3
|
||||||
|
,2,1,3 // | |
|
||||||
|
}; // 0--1
|
||||||
|
const vec2 cs[4] =
|
||||||
|
{ vec2 (-1,-1)
|
||||||
|
, vec2 ( 1,-1)
|
||||||
|
, vec2 (-1, 1)
|
||||||
|
, vec2 ( 1, 1)
|
||||||
|
};
|
||||||
void main()
|
void main()
|
||||||
{
|
{
|
||||||
gl_Position = vec4(0,0,0,1);
|
int k = ks[gl_VertexID];
|
||||||
vCen = (theMat * vec4(pos,0,1)).xy;
|
vec4 off = (theMat * vec4(data[gl_VertexID/6].pos, 0,1));
|
||||||
vRad1 = (theMat * vec4(rad1,0,1)).xy;
|
float r = distance
|
||||||
vRad2 = (theMat * vec4(rad2,0,1)).xy;
|
((theMat * vec4(data[gl_VertexID/6].rad1, 0,1)).xy
|
||||||
vFactor = factor;
|
,(theMat * vec4(0,0, 0,1)).xy);
|
||||||
|
distmask = (cs[k] - off.xy)/r;
|
||||||
|
texPos = 0.5 * (cs[k]+vec2(1,1));
|
||||||
|
gl_Position = vec4 (cs[k],0,1);
|
||||||
}
|
}
|
||||||
|
|||||||
@@ -22,7 +22,7 @@ data RenderData = RenderData
|
|||||||
, _fullscreenShader :: GLuint
|
, _fullscreenShader :: GLuint
|
||||||
, _transparencyCompShader :: GLuint
|
, _transparencyCompShader :: GLuint
|
||||||
, _bloomBlurShader :: GLuint
|
, _bloomBlurShader :: GLuint
|
||||||
, _barrelShader :: (Shader,VBO)
|
, _barrelShader :: (GLuint,VBO)
|
||||||
, _shapeShader :: GLuint
|
, _shapeShader :: GLuint
|
||||||
, _shapeEBO :: UintBO
|
, _shapeEBO :: UintBO
|
||||||
, _silhouetteEBO :: UintBO
|
, _silhouetteEBO :: UintBO
|
||||||
|
|||||||
@@ -10,5 +10,5 @@ testEvent :: World -> World
|
|||||||
testEvent w = fromMaybe w $ do
|
testEvent w = fromMaybe w $ do
|
||||||
cpos <- w ^? cWorld . lWorld . creatures . ix 0 . crPos . _xy
|
cpos <- w ^? cWorld . lWorld . creatures . ix 0 . crPos . _xy
|
||||||
let distR = 50
|
let distR = 50
|
||||||
distortionBulge = RadialDistortion cpos (cpos + V2 distR 0) (cpos + V2 0 distR) 1.9
|
distortionBulge = RadialDistortion cpos (V2 distR 0) (cpos + V2 0 distR) 1.9
|
||||||
return $ w & cWorld . lWorld . distortions .~ [distortionBulge]
|
return $ w & cWorld . lWorld . distortions .~ [distortionBulge]
|
||||||
|
|||||||
+6
-4
@@ -25,7 +25,6 @@ import Graphics.GL.Core45
|
|||||||
import MatrixHelper
|
import MatrixHelper
|
||||||
import Render
|
import Render
|
||||||
import qualified SDL
|
import qualified SDL
|
||||||
import Shader
|
|
||||||
import Shader.Bind
|
import Shader.Bind
|
||||||
import Shader.Data
|
import Shader.Data
|
||||||
import Shader.Poke
|
import Shader.Poke
|
||||||
@@ -369,10 +368,13 @@ doDrawing' win pdata u = do
|
|||||||
glDrawArrays GL_TRIANGLES 0 6
|
glDrawArrays GL_TRIANGLES 0 6
|
||||||
(RadialDistortion (V2 a b) (V2 c d) (V2 e f) g:_) -> do
|
(RadialDistortion (V2 a b) (V2 c d) (V2 e f) g:_) -> do
|
||||||
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
|
glBindFramebuffer GL_FRAMEBUFFER (pdata ^. fbo2 . _1 . unFBO)
|
||||||
pokeArray (shadVBOptr $ _barrelShader pdata) [a, b, c, d, e, f, g]
|
pokeArray (pdata ^. barrelShader . _2 . vboPtr) [a, b, c, d, e, f]
|
||||||
bufferPokedVBO (snd $ _barrelShader pdata) 1
|
withArray [a, b, c, d, e, f, g] $
|
||||||
|
glNamedBufferSubData (pdata ^. barrelShader . _2 . vboName) 0
|
||||||
|
(6 * fromIntegral (sizeOf (0 :: Float)))
|
||||||
glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
|
glBindTextureUnit 1 $ pdata ^. fboBase . _2 . _1 . unTO
|
||||||
drawShader (fst $ _barrelShader pdata) 1
|
glUseProgram (pdata ^. barrelShader . _1)
|
||||||
|
glDrawArrays GL_TRIANGLES 0 6
|
||||||
glBindTextureUnit 0 $ pdata ^. fbo2 . _2 . unTO
|
glBindTextureUnit 0 $ pdata ^. fbo2 . _2 . unTO
|
||||||
glBindFramebuffer GL_FRAMEBUFFER 0
|
glBindFramebuffer GL_FRAMEBUFFER 0
|
||||||
glUseProgram (pdata ^. fullscreenShader)
|
glUseProgram (pdata ^. fullscreenShader)
|
||||||
|
|||||||
@@ -127,7 +127,14 @@ preloadRender = do
|
|||||||
transcompshader <- makeSourcedShader "fullscreen/transparencyComp" [vert, frag]
|
transcompshader <- makeSourcedShader "fullscreen/transparencyComp" [vert, frag]
|
||||||
bloomBlurShad <- makeSourcedShader "texture/bloomBlur" [vert, frag]
|
bloomBlurShad <- makeSourcedShader "texture/bloomBlur" [vert, frag]
|
||||||
lightingTextureShad <- makeSourcedShader "lighting/texture" [vert, frag]
|
lightingTextureShad <- makeSourcedShader "lighting/texture" [vert, frag]
|
||||||
barrelShad <- makeShaderVBO "texture/barrel" [vert, geom, frag] (toFloatVAs [2, 2, 2, 1]) pmPoints
|
|
||||||
|
distbo <- mglCreate glCreateBuffers
|
||||||
|
let distbosize = sizeOf (0 :: Float) * 6 * 1024
|
||||||
|
glNamedBufferStorage distbo (fromIntegral distbosize) nullPtr GL_DYNAMIC_STORAGE_BIT
|
||||||
|
glBindBufferBase GL_SHADER_STORAGE_BUFFER 9 distbo
|
||||||
|
distptr <- mallocBytes distbosize
|
||||||
|
let distvbo = VBO distbo distptr (sizeOf (0::Float) * 6)
|
||||||
|
barrelShad <- makeSourcedShader "texture/barrel" [vert,frag]
|
||||||
|
|
||||||
putStrLn "Setup floor VBO, shader"
|
putStrLn "Setup floor VBO, shader"
|
||||||
flvbo <- mglCreate glCreateBuffers
|
flvbo <- mglCreate glCreateBuffers
|
||||||
@@ -183,7 +190,7 @@ preloadRender = do
|
|||||||
, _alphaDivideShader = alphadivideshader
|
, _alphaDivideShader = alphadivideshader
|
||||||
, _lightingTextureShader = lightingTextureShad
|
, _lightingTextureShader = lightingTextureShad
|
||||||
, _bloomBlurShader = bloomBlurShad
|
, _bloomBlurShader = bloomBlurShad
|
||||||
, _barrelShader = barrelShad
|
, _barrelShader = (barrelShad,distvbo)
|
||||||
, _fbo2 = framebuf2
|
, _fbo2 = framebuf2
|
||||||
, _fboHalf1 = fboHalf1Name
|
, _fboHalf1 = fboHalf1Name
|
||||||
, _fboHalf2 = fboHalf2Name
|
, _fboHalf2 = fboHalf2Name
|
||||||
|
|||||||
+1
-20
@@ -1,13 +1,8 @@
|
|||||||
module Shader (
|
module Shader (drawShaderLay) where
|
||||||
drawShaderLay,
|
|
||||||
shadVBOptr,
|
|
||||||
drawShader,
|
|
||||||
) where
|
|
||||||
|
|
||||||
import Control.Lens
|
import Control.Lens
|
||||||
import Control.Monad.Primitive
|
import Control.Monad.Primitive
|
||||||
import qualified Data.Vector.Unboxed.Mutable as UMV
|
import qualified Data.Vector.Unboxed.Mutable as UMV
|
||||||
import Foreign
|
|
||||||
import Graphics.GL.Core45
|
import Graphics.GL.Core45
|
||||||
import Shader.Data
|
import Shader.Data
|
||||||
import Shader.Parameters
|
import Shader.Parameters
|
||||||
@@ -22,17 +17,3 @@ drawShaderLay l countsVector shadIn fs = do
|
|||||||
(_unPrimitiveMode $ _shaderPrimitive $ fst fs)
|
(_unPrimitiveMode $ _shaderPrimitive $ fst fs)
|
||||||
(fromIntegral $ l * numSubElements)
|
(fromIntegral $ l * numSubElements)
|
||||||
(fromIntegral i)
|
(fromIntegral i)
|
||||||
|
|
||||||
drawShader :: Shader -> Int -> IO ()
|
|
||||||
{-# INLINE drawShader #-}
|
|
||||||
drawShader fs i = do
|
|
||||||
glUseProgram (_shaderUINT fs)
|
|
||||||
glBindVertexArray $ fs ^. shaderVAO . unVAO
|
|
||||||
glDrawArrays
|
|
||||||
(_unPrimitiveMode $ _shaderPrimitive fs)
|
|
||||||
0
|
|
||||||
(fromIntegral i)
|
|
||||||
|
|
||||||
shadVBOptr :: (Shader, VBO) -> Ptr Float
|
|
||||||
{-# INLINE shadVBOptr #-}
|
|
||||||
shadVBOptr = _vboPtr . snd
|
|
||||||
|
|||||||
Reference in New Issue
Block a user