Add Fisheye filter

This commit is contained in:
Edwin Jakobs
2020-03-16 21:47:42 +01:00
parent 576833cd50
commit fe22f36bdf
2 changed files with 84 additions and 0 deletions

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package org.openrndr.extra.fx.distort
import org.openrndr.draw.*
import org.openrndr.extra.fx.filterFragmentCode
import org.openrndr.extra.parameters.Description
import org.openrndr.extra.parameters.DoubleParameter
@Description("Fisheye")
class Fisheye : Filter(Shader.createFromCode(filterVertexCode, filterFragmentCode("distort/fisheye.frag"))) {
@DoubleParameter("strength", -1.0, 1.0, order = 0)
var strength: Double by parameters
@DoubleParameter("scale", 0.0, 2.0, order = 0)
var scale: Double by parameters
@DoubleParameter("feather", 0.0, 100.0, order = 1)
var feather: Double by parameters
@DoubleParameter("rotation", -180.0, 180.0, order = 1)
var rotation : Double by parameters
init {
strength = 0.1
feather = 1.0
scale = 1.0
rotation = 0.0
}
var bicubicFiltering = true
override fun apply(source: Array<ColorBuffer>, target: Array<ColorBuffer>) {
if (bicubicFiltering && source.isNotEmpty()) {
source[0].generateMipmaps()
source[0].filter(MinifyingFilter.LINEAR_MIPMAP_LINEAR, MagnifyingFilter.LINEAR)
}
super.apply(source, target)
}
}

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#version 330 core
uniform sampler2D tex0;
uniform float strength;
uniform float feather;
uniform float scale;
uniform float rotation;
in vec2 v_texCoord0;
out vec4 o_color;
void main() {
vec2 uv = v_texCoord0;
vec2 ts = textureSize(tex0, 0);
vec2 step = 1.0 / ts;
float phi = radians(rotation);
float cp = cos(phi);
float sp = sin(phi);
mat2 rm = mat2(vec2(cp,sp), vec2(-sp,cp));
float aspectRatio = ts.y / ts.x;
step.y /= aspectRatio;
step *= feather;
vec2 intensity = vec2(strength,
strength);
vec2 coords = uv;
coords = (coords - 0.5) * 2.0;
coords = rm * coords;
vec2 realCoordOffs;
realCoordOffs.x = (1.0 - coords.y * coords.y) * intensity.y * (coords.x);
realCoordOffs.y = (1.0 - coords.x * coords.x) * intensity.x * (coords.y);
vec2 fuv = ((uv - realCoordOffs) - vec2(0.5)) * scale + vec2(0.5);
float fx = smoothstep(0.0, step.x, fuv.x) * smoothstep(1.0, 1.0 - step.x, fuv.x);
float fy = smoothstep(0.0, step.y, fuv.y) * smoothstep(1.0, 1.0 - step.y, fuv.y);
vec4 color = texture(tex0, fuv) * fx * fy;
o_color = color;
}