48 lines
1.2 KiB
GLSL
48 lines
1.2 KiB
GLSL
#version 450 core
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in vec2 texPos;
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const int n1 = 15;
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in vec2 distmask[n1];
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in vec2 pinchr[n1];
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in vec2 pinchg[n1];
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in vec2 pinchb[n1];
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out vec4 fColor;
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layout (binding = 1) uniform sampler2D screenTexture;
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layout (location = 0) uniform int n;
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vec3 toYUV (vec3 rgb)
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{ return rgb * mat3
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( 0.299 , 0.587 , 0.114
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,-0.14713,-0.28886, 0.436
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, 0.615 ,-0.51499,-0.10001
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) ;
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}
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vec3 toRGB (vec3 yuv)
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{ return yuv * mat3
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(1, 0 , 1.13983
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,1,-0.39465,-0.58060
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,1, 2.03211, 0
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) ;
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}
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void main()
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{
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vec2 tposr = texPos;
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vec2 tposb = texPos;
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vec2 tposg = texPos;
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for(int i = 0; i < n; ++i)
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{
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float x = 1 - min(1, sqrt(distance(distmask[i],vec2(0,0))));
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tposr += x * pinchr[i];
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tposg += x * pinchg[i];
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tposb += x * pinchb[i];
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}
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fColor.r = texture(screenTexture, tposr).r;
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fColor.g = texture(screenTexture, tposg).g;
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fColor.b = texture(screenTexture, tposb).b;
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}
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// fColor = vec4
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// ( toRGB(vec3( toYUV(texture(screenTexture, texPos).rgb).r
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// , toYUV(texture(screenTexture, (texPos + x*pinch)).rgb).g
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// , toYUV(texture(screenTexture, (texPos + x*(pinch))).rgb).b
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// ) )
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// , 1
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// ) ;
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