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24 lines
784 B
C
24 lines
784 B
C
#ifndef CURV
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#define CURV
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#pragma parameter warpX "Warp X" 0.031 0.0 0.125 0.01
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#pragma parameter warpY "Warp Y" 0.041 0.0 0.125 0.01
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vec2 Distortion = vec2(warpX, warpY) * 15.;
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vec2 warp(vec2 texCoord){
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vec2 Distortion = vec2(warpX, warpY) * 15.;
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vec2 curvedCoords = texCoord * 2.0 - 1.0;
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float curvedCoordsDistance = sqrt(curvedCoords.x*curvedCoords.x+curvedCoords.y*curvedCoords.y);
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curvedCoords = curvedCoords / curvedCoordsDistance;
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curvedCoords = curvedCoords * (1.0-pow(vec2(1.0-(curvedCoordsDistance/1.4142135623730950488016887242097)),(1.0/(1.0+Distortion*0.2))));
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curvedCoords = curvedCoords / (1.0-pow(vec2(0.29289321881345247559915563789515),(1.0/(vec2(1.0)+Distortion*0.2))));
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curvedCoords = curvedCoords * 0.5 + 0.5;
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return curvedCoords;
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}
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#endif
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