Projektordner für das Team Deutsches Museum (FORUM).
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WarpPerspective.frag 1.1KB

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  1. #version 150
  2. uniform sampler2D uTexture;
  3. uniform vec3 uLuminance;
  4. uniform vec3 uGamma;
  5. uniform vec4 uEdges;
  6. uniform vec4 uCorners;
  7. uniform float uExponent;
  8. in vec2 vTexCoord;
  9. in vec4 vColor;
  10. out vec4 fragColor;
  11. float map(in float value, in float inMin, in float inMax, in float outMin, in float outMax)
  12. {
  13. return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
  14. }
  15. void main(void)
  16. {
  17. vec4 texColor = texture(uTexture, vTexCoord);
  18. vec2 mapCoord = vec2(map(vTexCoord.x, uCorners.x, uCorners.z, 0.0, 1.0), map(vTexCoord.y, uCorners.y, uCorners.w, 0.0, 1.0));
  19. float a = 1.0;
  20. if (uEdges.x > 0.0) a *= clamp(mapCoord.x / uEdges.x, 0.0, 1.0);
  21. if (uEdges.y > 0.0) a *= clamp(mapCoord.y / uEdges.y, 0.0, 1.0);
  22. if (uEdges.z > 0.0) a *= clamp((1.0 - mapCoord.x) / uEdges.z, 0.0, 1.0);
  23. if (uEdges.w > 0.0) a *= clamp((1.0 - mapCoord.y) / uEdges.w, 0.0, 1.0);
  24. const vec3 one = vec3(1.0);
  25. vec3 blend = (a < 0.5) ? (uLuminance * pow(2.0 * a, uExponent)) : one - (one - uLuminance) * pow(2.0 * (1.0 - a), uExponent);
  26. texColor.rgb *= pow(blend, one / uGamma);
  27. fragColor = texColor * vColor;
  28. }