Browse Source

upload

praese
Tobias Lindner 4 years ago
parent
commit
2de83d53d3

+ 16
- 0
bin/data/shaders/ofxWarp/ControlPoint.frag View File

@@ -0,0 +1,16 @@
#version 150

in vec2 vTexCoord;
in vec4 vColor;

out vec4 fragColor;

void main(void)
{
vec2 uv = vTexCoord * 2.0 - 1.0;
float d = dot(uv, uv);
float rim = smoothstep(0.7, 0.8, d);
rim += smoothstep(0.3, 0.4, d) - smoothstep(0.5, 0.6, d);
rim += smoothstep(0.1, 0.0, d);
fragColor = mix(vec4( 0.0, 0.0, 0.0, 0.25), vColor, rim);
}

+ 23
- 0
bin/data/shaders/ofxWarp/ControlPoint.vert View File

@@ -0,0 +1,23 @@
#version 150

// OF default uniforms and attributes
uniform mat4 modelViewProjectionMatrix;
uniform vec4 globalColor;

in vec4 position;
in vec2 texcoord;
in vec4 color;

// App uniforms and attributes
in vec4 iPositionScale;
in vec4 iColor;

out vec2 vTexCoord;
out vec4 vColor;

void main(void)
{
vTexCoord = texcoord;
vColor = globalColor * iColor;
gl_Position = modelViewProjectionMatrix * vec4(position.xy * iPositionScale.z + iPositionScale.xy, position.zw);
}

+ 57
- 0
bin/data/shaders/ofxWarp/WarpBilinear.frag View File

@@ -0,0 +1,57 @@
#version 150

uniform sampler2D uTexture;
uniform vec4 uExtends;
uniform vec3 uLuminance;
uniform vec3 uGamma;
uniform vec4 uEdges;
uniform vec4 uCorners;
uniform float uExponent;
uniform bool uEditing;

in vec2 vTexCoord;
in vec4 vColor;

out vec4 fragColor;

float map(in float value, in float inMin, in float inMax, in float outMin, in float outMax)
{
return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
}

float grid(in vec2 uv, in vec2 size)
{
vec2 coord = uv / size;
vec2 grid = abs(fract(coord - 0.5) - 0.5) / (2.0 * fwidth(coord));
float line = min(grid.x, grid.y);
return 1.0 - min(line, 1.0);
}

void main(void)
{
vec4 texColor = texture(uTexture, vTexCoord);

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));

float a = 1.0;
if (uEdges.x > 0.0) a *= clamp(mapCoord.x / uEdges.x, 0.0, 1.0);
if (uEdges.y > 0.0) a *= clamp(mapCoord.y / uEdges.y, 0.0, 1.0);
if (uEdges.z > 0.0) a *= clamp((1.0 - mapCoord.x) / uEdges.z, 0.0, 1.0);
if (uEdges.w > 0.0) a *= clamp((1.0 - mapCoord.y) / uEdges.w, 0.0, 1.0);

const vec3 one = vec3(1.0);
vec3 blend = (a < 0.5) ? (uLuminance * pow(2.0 * a, uExponent)) : one - (one - uLuminance) * pow(2.0 * (1.0 - a), uExponent);

texColor.rgb *= pow(blend, one / uGamma);

if (uEditing)
{
float f = grid(mapCoord.xy * uExtends.xy, uExtends.zw);
vec4 gridColor = vec4(1.0f);
fragColor = mix(texColor * vColor, gridColor, f);
}
else
{
fragColor = texColor * vColor;
}
}

+ 21
- 0
bin/data/shaders/ofxWarp/WarpBilinear.vert View File

@@ -0,0 +1,21 @@
#version 150

// OF default uniforms and attributes
uniform mat4 modelViewProjectionMatrix;
uniform vec4 globalColor;

in vec4 position;
in vec2 texcoord;
in vec4 color;

// App uniforms and attributes
out vec2 vTexCoord;
out vec4 vColor;

void main(void)
{
vTexCoord = texcoord;
vColor = globalColor;

gl_Position = modelViewProjectionMatrix * position;
}

+ 38
- 0
bin/data/shaders/ofxWarp/WarpPerspective.frag View File

@@ -0,0 +1,38 @@
#version 150

uniform sampler2D uTexture;
uniform vec3 uLuminance;
uniform vec3 uGamma;
uniform vec4 uEdges;
uniform vec4 uCorners;
uniform float uExponent;

in vec2 vTexCoord;
in vec4 vColor;

out vec4 fragColor;

float map(in float value, in float inMin, in float inMax, in float outMin, in float outMax)
{
return outMin + (outMax - outMin) * (value - inMin) / (inMax - inMin);
}

void main(void)
{
vec4 texColor = texture(uTexture, vTexCoord);

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));

float a = 1.0;
if (uEdges.x > 0.0) a *= clamp(mapCoord.x / uEdges.x, 0.0, 1.0);
if (uEdges.y > 0.0) a *= clamp(mapCoord.y / uEdges.y, 0.0, 1.0);
if (uEdges.z > 0.0) a *= clamp((1.0 - mapCoord.x) / uEdges.z, 0.0, 1.0);
if (uEdges.w > 0.0) a *= clamp((1.0 - mapCoord.y) / uEdges.w, 0.0, 1.0);

const vec3 one = vec3(1.0);
vec3 blend = (a < 0.5) ? (uLuminance * pow(2.0 * a, uExponent)) : one - (one - uLuminance) * pow(2.0 * (1.0 - a), uExponent);

texColor.rgb *= pow(blend, one / uGamma);

fragColor = texColor * vColor;
}

Loading…
Cancel
Save