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ShaderTest.frag
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// Copyright 2014 Sensics, Inc.
//
// Licensed under the Apache License, Version 2.0 (the "License");
// you may not use this file except in compliance with the License.
// You may obtain a copy of the License at
//
// http://www.apache.org/licenses/LICENSE-2.0
//
// Unless required by applicable law or agreed to in writing, software
// distributed under the License is distributed on an "AS IS" BASIS,
// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
// See the License for the specific language governing permissions and
// limitations under the License.
#version 430 core
in INFO {
vec2 texCoords; //Tex coords for a given gl_Vertex
float k1_red;
float k1_green;
float k1_blue;
vec2 center;
} fs_in;
out vec4 color;
layout (binding = 0) uniform sampler2D s;
vec2 Distort(vec2 p, float k1)
{
float r2 = p.x * p.x + p.y * p.y;
float newRadius = (1 + k1*r2);
p.x = p.x * newRadius;
p.y = p.y * newRadius;
return p;
}
void main()
{
vec2 uv_red, uv_green, uv_blue;
vec4 color_red, color_green, color_blue;
vec2 sectorOrigin;
// Radial distort around center
sectorOrigin = fs_in.center.xy;
uv_red = Distort(fs_in.texCoords-sectorOrigin, fs_in.k1_red) + sectorOrigin;
uv_green = Distort(fs_in.texCoords-sectorOrigin, fs_in.k1_green) + sectorOrigin;
uv_blue = Distort(fs_in.texCoords-sectorOrigin, fs_in.k1_blue) + sectorOrigin;
color_red = texture2D(s, uv_red );
color_green = texture2D(s, uv_green );
color_blue = texture2D(s, uv_blue );
if ( ((uv_red.x>0) && (uv_red.x<1) && (uv_red.y>0) && (uv_red.y<1)))
{
color = vec4(color_red.x, color_green.y, color_blue.z, 1.0);
} else {
color = vec4(0,0,0,0); //black
}
}