LYGIA Shader Library

stretch (lygia/distort/stretch)

Samples multiple times a texture in the specified direction

Dependencies:

Use:

stretch(<SAMPLER_TYPE> tex, <vec2> st, <vec2> direction [, int samples])

Check it on Github



#ifndef STRETCH_SAMPLES
#define STRETCH_SAMPLES 20
#endif

#ifndef STRETCH_TYPE
#define STRETCH_TYPE vec4
#endif

#ifndef STRETCH_SAMPLER_FNC
#define STRETCH_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif

#ifndef FNC_STRETCH
#define FNC_STRETCH
STRETCH_TYPE stretch(in SAMPLER_TYPE tex, in vec2 st, in vec2 direction, const int i_samples) {
    float f_samples = float(i_samples);
    STRETCH_TYPE color = STRETCH_TYPE(0.);

    #ifdef PLATFORM_WEBGL
    for (int i = 0; i < 50; i++) {
        if (i == i_samples) break;
    #else
    for (int i = 0; i < i_samples; i++) {
    #endif

        float f_sample = float(i);
        STRETCH_TYPE tx = STRETCH_SAMPLER_FNC(tex, st + direction * f_sample);
        #ifdef STRETCH_WEIGHT
        tx *= STRETCH_WEIGHT;
        #endif
        color += tx;
    }
    return color / f_samples;
}

STRETCH_TYPE stretch(in SAMPLER_TYPE tex, in vec2 st, in vec2 direction) {
    float f_samples = float(STRETCH_SAMPLES);  
    STRETCH_TYPE color = STRETCH_TYPE(0.);
    for (int i = 0; i < STRETCH_SAMPLES; i++) {
        float f_sample = float(i);    
        STRETCH_TYPE tx = STRETCH_SAMPLER_FNC(tex, st + direction * f_sample);
        #ifdef STRETCH_WEIGHT
        tx *= STRETCH_WEIGHT;    
        #endif
        color += tx;
    }
    return color / f_samples;
}
#endif

Dependencies:

Use:

stretch(<SAMPLER_TYPE> tex, <float2> st, <float2> direction [, int samples])

Check it on Github



#ifndef STRETCH_SAMPLES
#define STRETCH_SAMPLES 20
#endif

#ifndef STRETCH_TYPE
#define STRETCH_TYPE float4
#endif

#ifndef STRETCH_SAMPLER_FNC
#define STRETCH_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif

#ifndef FNC_STRETCH
#define FNC_STRETCH
STRETCH_TYPE stretch(in SAMPLER_TYPE tex, in float2 st, in float2 direction, const int i_samples) {
    float f_samples = float(i_samples);
    STRETCH_TYPE color = float(0., 0., 0., 0.);

    #ifdef PLATFORM_WEBGL
    for (int i = 0; i < 50; i++) {
        if (i == i_samples) break;
    #else
    for (int i = 0; i < i_samples; i++) {
    #endif

        float f_sample = float(i);
        STRETCH_TYPE tx = STRETCH_SAMPLER_FNC(tex, st + direction * f_sample);
        #ifdef STRETCH_WEIGHT
        tx *= STRETCH_WEIGHT;
        #endif
        color += tx;
    }
    return color / f_samples;
}

STRETCH_TYPE stretch(in SAMPLER_TYPE tex, in float2 st, in float2 direction) {
    float f_samples = float(STRETCH_SAMPLES);  
    STRETCH_TYPE color = float4(0., 0., 0., 0.);
    for (int i = 0; i < STRETCH_SAMPLES; i++) {
        float f_sample = float(i);    
        STRETCH_TYPE tx = STRETCH_SAMPLER_FNC(tex, st + direction * f_sample);
        #ifdef STRETCH_WEIGHT
        tx *= STRETCH_WEIGHT;    
        #endif
        color += tx;
    }
    return color / f_samples;
}
#endif

License

LYGIA is dual-licensed under the Prosperity License and the Patron License for sponsors and contributors.

Sponsors and contributors are automatically added to the Patron License and they can ignore the any non-commercial rule of the Prosperity Licensed software (please take a look to the exception).

It's also possible to get a permanent comercial license hook to a single and specific version of LYGIA.

Get the latest news and releases

Sign up for the news letter bellow, joing the LYGIA's channel on Discord or follow the Github repository