[orx-fx] Add fisheye distortion to Lenses Filter

This commit is contained in:
Rein van der Woerd
2022-02-01 18:05:07 +01:00
parent 95f4ccf5f2
commit ddbbb2c2a6
3 changed files with 25 additions and 17 deletions

View File

@@ -2,25 +2,29 @@ in vec2 v_texCoord0;
uniform sampler2D tex0;// input
uniform float scale;
uniform float rotation;
uniform int rows;
uniform int columns;
uniform float distort;
out vec4 o_color;
void main() {
vec2 uv = v_texCoord0;
vec2 blockSize = vec2(1.0/8.0, 1.0/6.0);
vec2 blockSize = vec2(1.0/columns, 1.0/rows);
vec2 blockIndex = floor(uv / blockSize);
vec2 blockUV = mod(uv/blockSize, vec2(1.0));
vec2 blockUVC1 = (blockUV - vec2(0.5)) * 2.0;
vec2 blockCenter = (blockIndex+0.5) * blockSize;
float ca = cos(radians(rotation));
float sa = sin(radians(rotation));
vec2 ts = textureSize(tex0, 0);
mat2 rm =mat2(1.0, 0.0, 0.0, ts.x/ts.y) * mat2(vec2(ca, sa), vec2(-sa, ca)) * mat2(1.0, 0.0, 0.0, ts.y/ts.x);
vec2 cuv = (rm * (uv - blockCenter)
* scale + blockCenter);
mat2 rm = mat2(1.0, 0.0, 0.0, ts.x/ts.y) * mat2(vec2(ca, sa), vec2(-sa, ca)) * mat2(1.0, 0.0, 0.0, ts.y/ts.x);
vec2 ruv = (uv - blockCenter);
vec2 luv;
luv.x = (1.0 - blockUVC1.y * blockUVC1.y * distort) * ruv.x;
luv.y = (1.0 - blockUVC1.x * blockUVC1.x * distort) * ruv.y;
vec2 cuv = (rm * luv * scale + blockCenter);
float sx = step(0.0, cuv.x) * (1.0 - step(1.0, cuv.x));
float sy = step(0.0, cuv.y) * (1.0 - step(1.0, cuv.y));