Files
orx/orx-fx/src/shaders/glsl/distort/lenses.frag
2024-03-10 18:43:24 +01:00

35 lines
1.1 KiB
GLSL

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 / float(columns), 1.0 / float(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 = vec2(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 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));
vec4 c = texture(tex0, cuv) * sx * sy;
o_color = c;
}