Fish eye pass.
This commit is contained in:
parent
9de351477c
commit
1732254406
16
Assets/fisheye_material.json
Normal file
16
Assets/fisheye_material.json
Normal file
|
@ -0,0 +1,16 @@
|
|||
{
|
||||
"material_resources": [
|
||||
{
|
||||
"contexts": [
|
||||
{
|
||||
"bind_constants": [],
|
||||
"bind_textures": [
|
||||
],
|
||||
"id": "fisheye_pass"
|
||||
}
|
||||
],
|
||||
"id": "fisheye_material",
|
||||
"shader": "fisheye_pass/fisheye_pass"
|
||||
}
|
||||
]
|
||||
}
|
|
@ -47,6 +47,10 @@ os.chdir('../bloom_pass')
|
|||
make_resources.make('bloom_pass.shader.json')
|
||||
make_variants.make('bloom_pass.shader.json')
|
||||
|
||||
os.chdir('../fisheye_pass')
|
||||
make_resources.make('fisheye_pass.shader.json')
|
||||
make_variants.make('fisheye_pass.shader.json')
|
||||
|
||||
# os.chdir('../ssr_pass')
|
||||
# make_resources.make('ssr_pass.shader.json')
|
||||
# make_variants.make('ssr_pass.shader.json')
|
||||
|
|
44
raw/fisheye_pass/fisheye_pass.frag.glsl
Normal file
44
raw/fisheye_pass/fisheye_pass.frag.glsl
Normal file
|
@ -0,0 +1,44 @@
|
|||
// Fish eye based on Sanch implementation
|
||||
// https://www.shadertoy.com/view/4s2GRR
|
||||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision mediump float;
|
||||
#endif
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
const float PI = 3.1415926535;
|
||||
const float strength = -0.01;
|
||||
const vec2 m = vec2(0.5, 0.5);
|
||||
|
||||
in vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
vec2 d = texCoord - m;
|
||||
float r = sqrt(dot(d, d));
|
||||
|
||||
float power = (2.0 * PI / (2.0 * sqrt(dot(m, m)))) * strength;
|
||||
|
||||
float bind;
|
||||
if (power > 0.0) {
|
||||
bind = sqrt(dot(m, m));
|
||||
}
|
||||
else {
|
||||
bind = m.x;
|
||||
}
|
||||
|
||||
vec2 uv;
|
||||
if (power > 0.0) {
|
||||
uv = m + normalize(d) * tan(r * power) * bind / tan(bind * power);
|
||||
}
|
||||
else {
|
||||
uv = m + normalize(d) * atan(r * -power * 10.0) * bind / atan(-power * bind * 10.0);
|
||||
}
|
||||
|
||||
vec3 col = texture(tex, uv).xyz;
|
||||
gl_FragColor = vec4(col, 1.0);
|
||||
|
||||
// vec4 texCol = texture(tex, texCoord);
|
||||
// gl_FragColor = texCol;
|
||||
}
|
33
raw/fisheye_pass/fisheye_pass.shader.json
Executable file
33
raw/fisheye_pass/fisheye_pass.shader.json
Executable file
|
@ -0,0 +1,33 @@
|
|||
{
|
||||
"contexts": [
|
||||
{
|
||||
"id": "fisheye_pass",
|
||||
"params": [
|
||||
{
|
||||
"id": "depth_write",
|
||||
"value": "true"
|
||||
},
|
||||
{
|
||||
"id": "compare_mode",
|
||||
"value": "always"
|
||||
},
|
||||
{
|
||||
"id": "cull_mode",
|
||||
"value": "none"
|
||||
},
|
||||
{
|
||||
"id": "blend_source",
|
||||
"value": "blend_one"
|
||||
},
|
||||
{
|
||||
"id": "blend_destination",
|
||||
"value": "blend_zero"
|
||||
}
|
||||
],
|
||||
"links": [],
|
||||
"texture_params": [],
|
||||
"vertex_shader": "fisheye_pass.vert.glsl",
|
||||
"fragment_shader": "fisheye_pass.frag.glsl"
|
||||
}
|
||||
]
|
||||
}
|
18
raw/fisheye_pass/fisheye_pass.vert.glsl
Normal file
18
raw/fisheye_pass/fisheye_pass.vert.glsl
Normal file
|
@ -0,0 +1,18 @@
|
|||
#version 450
|
||||
|
||||
#ifdef GL_ES
|
||||
precision highp float;
|
||||
#endif
|
||||
|
||||
in vec2 pos;
|
||||
|
||||
out vec2 texCoord;
|
||||
|
||||
const vec2 madd = vec2(0.5, 0.5);
|
||||
|
||||
void main() {
|
||||
// Scale vertex attribute to [0-1] range
|
||||
texCoord = pos.xy * madd + madd;
|
||||
|
||||
gl_Position = vec4(pos.xy, 0.0, 1.0);
|
||||
}
|
|
@ -13,7 +13,7 @@ uniform sampler2D tex;
|
|||
in vec2 texCoord;
|
||||
|
||||
void main() {
|
||||
vec2 resolution = vec2(640.0, 480.0);
|
||||
vec2 resolution = vec2(800.0, 600.0);
|
||||
vec2 texStep = 1.0 / resolution.xy;
|
||||
|
||||
vec2 tcrgbNW = (texCoord + vec2(-1.0, -1.0) * texStep);
|
||||
|
|
Loading…
Reference in a new issue