Files
loop/shader/texture/barrel.frag
T
2025-11-18 10:55:46 +00:00

42 lines
1.2 KiB
GLSL

#version 450 core
in vec2 texPos;
in vec2 distmask;
in vec2 pinch;
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);
vec3 toYUV (vec3 rgb)
{ return rgb * mat3
( 0.299 , 0.587 , 0.114
,-0.14713,-0.28886, 0.436
, 0.615 ,-0.51499,-0.10001
) ;
}
vec3 toRGB (vec3 yuv)
{ return yuv * mat3
(1, 0 , 1.13983
,1,-0.39465,-0.58060
,1, 2.03211, 0
) ;
}
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
// ) ;
// fColor = vec4
// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r
// , toYUV(texture(screenTexture, (texPos + x*pinch)).rgb).g
// , toYUV(texture(screenTexture, (texPos + x*(pinch))).rgb).b
// ) )
// , 1
// ) ;
}