mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
89 lines
1.8 KiB
GLSL
89 lines
1.8 KiB
GLSL
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extern vec2 inputSize;
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extern vec2 textureSize;
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#define distortion 0.2
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/*
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#define f 0.6
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#define ox 0.5
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#define oy 0.5
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#define scale 0.8
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#define k1 0.7
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#define k2 -0.5
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vec2 barrelDistort(vec2 coord)
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{
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vec2 xy = (coord - vec2(ox, oy))/vec2(f) * scale;
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vec2 r = vec2(sqrt(dot(xy, xy)));
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float r2 = float(r*r);
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float r4 = r2*r2;
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float coeff = (k1*r2 + k2*r4);
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return ((xy+xy*coeff) * f) + vec2(ox, oy);
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}
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*/
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vec2 radialDistortion(vec2 coord, const vec2 ratio)
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{
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float offsety = 1.0 - ratio.y;
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coord.y -= offsety;
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coord /= ratio;
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vec2 cc = coord - 0.5;
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float dist = dot(cc, cc) * distortion;
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vec2 result = coord + cc * (1.0 + dist) * dist;
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result *= ratio;
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result.y += offsety;
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return result;
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}
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/*
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vec4 checkTexelBounds(Image texture, vec2 coords, vec2 bounds)
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{
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vec4 color = Texel(texture, coords) *
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vec2 ss = step(coords, vec2(bounds.x, 1.0)) * step(vec2(0.0, bounds.y), coords);
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color.rgb *= ss.x * ss.y;
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color.a = step(color.a, ss.x * ss.y);
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return color;
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}*/
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vec4 checkTexelBounds(Image texture, vec2 coords, vec2 bounds)
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{
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vec2 ss = step(coords, vec2(bounds.x, 1.0)) * step(vec2(0.0, bounds.y), coords);
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return Texel(texture, coords) * ss.x * ss.y;
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}
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/*
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vec4 checkTexelBounds(Image texture, vec2 coords)
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{
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vec2 bounds = vec2(inputSize.x / textureSize.x, 1.0 - inputSize.y / textureSize.y);
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vec4 color;
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if (coords.x > bounds.x || coords.x < 0.0 || coords.y > 1.0 || coords.y < bounds.y)
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color = vec4(0.0, 0.0, 0.0, 1.0);
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else
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color = Texel(texture, coords);
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return color;
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}
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*/
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords)
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{
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vec2 coords = radialDistortion(texture_coords, inputSize / textureSize);
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vec4 texcolor = checkTexelBounds(texture, coords, vec2(inputSize.x / textureSize.x, 1.0 - inputSize.y / textureSize.y));
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texcolor.a = 1.0;
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return texcolor;
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}
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