Files
loop/shader/texture/barrel.vert
T

59 lines
1.5 KiB
GLSL

#version 450 core
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[2];
out vec2 pinch[2];
const int ks[6] =
{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)
};
vec2 f (vec2 p) // transforms a vector from "world" into "screen" space
{ return (theMat * vec4(p,0,1) - theMat * vec4(0,0,0,1)).xy; }
vec2 g (vec2 p)
{ return normalize(p); }
vec2 ncToTex (vec2 p) {return 0.5 * (p + 1);}
mat4 toTransMat (vec2 p)
{ return mat4
( 1, 0, 0 ,0
, 0, 1, 0 ,0
, 0, 0, 1 ,0
,p.x,p.y, 0 ,1
) ;
}
void main()
{
int k = ks[gl_VertexID];
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[i] = (distT * (cs[k] - off.xy));
vec4 pinchx = theMat
* toTransMat(thedata.t3)
* toTransMat(thedata.pos)
* mat4
(thedata.t1 , 0, 0
,thedata.t2 , 0, 0
, 0, 0 , 0, 0
, 0, 0 , 0, 1
)
* inverse(toTransMat(thedata.pos))
* inverse(theMat)
* (vec4(cs[k],0,1));
pinch[i] = ncToTex(pinchx.xy) - ncToTex(cs[k]);
}
texPos = ncToTex(cs[k]);
gl_Position = vec4 (cs[k],0,1);
}