lygia
/sample
/quilt
)convertes QUILT of tiles into something the LookingGlass Volumetric display can render
Dependencies:
Use:
sampleQuilt(<SAMPLER_TYPE> texture, <vec4> calibration, <vec3> tile, <vec2> st, <vec2> resolution)
#ifndef SAMPLEQUILT_SAMPLER_FNC
#define SAMPLEQUILT_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV)
#endif
#ifndef FNC_SAMPLEQUILT
#define FNC_SAMPLEQUILT
vec2 mapQuilt(vec3 tile, vec2 pos, float a) {
vec2 tile2 = tile.xy - 1.0;
vec2 dir = vec2(-1.0);
a = fract(a) * tile.y;
tile2.y += dir.y * floor(a);
a = fract(a) * tile.x;
tile2.x += dir.x * floor(a);
return (tile2 + pos) / tile.xy;
}
vec3 sampleQuilt(SAMPLER_TYPE tex, vec4 calibration, vec3 tile, vec2 st, vec2 resolution) {
float pitch = -resolution.x / calibration.x * calibration.y * sin(atan(abs(calibration.z)));
float tilt = resolution.y / (resolution.x * calibration.z);
float subp = 1.0 / (3.0 * resolution.x);
float subp2 = subp * pitch;
float a = (-st.x - st.y * tilt) * pitch - calibration.w;
vec3 color = vec3(0.0);
#ifdef SAMPLEQUILT_FLIPSUBP
color.r = SAMPLEQUILT_SAMPLER_FNC(tex, mapQuilt(tile, st, a-2.0*subp2) ).r;
color.g = SAMPLEQUILT_SAMPLER_FNC(tex, mapQuilt(tile, st, a-subp2) ).g;
color.b = SAMPLEQUILT_SAMPLER_FNC(tex, mapQuilt(tile, st, a) ).b;
#else
color.r = SAMPLEQUILT_SAMPLER_FNC(tex, mapQuilt(tile, st, a) ).r;
color.g = SAMPLEQUILT_SAMPLER_FNC(tex, mapQuilt(tile, st, a-subp2) ).g;
color.b = SAMPLEQUILT_SAMPLER_FNC(tex, mapQuilt(tile, st, a-2.0*subp2) ).b;
#endif
return color;
}
#endif
Dependencies:
Use:
sampleQuilt(<SAMPLER_TYPE> texture, <float4> calibration, <float3> tile, <float2> st, <float2> resolution)
#ifndef SAMPLEQUILT_SAMPLER_FNC
#define SAMPLEQUILT_SAMPLER_FNC(UV) SAMPLER_FNC(tex, UV)
#endif
#ifndef FNC_QUILT
#define FNC_QUILT
float2 mapQuilt(float3 tile, float2 pos, float a) {
float2 tile2 = tile.xy - 1.0;
float2 dir = float2(-1.0, -1.0);
a = frac(a) * tile.y;
tile2.y += dir.y * floor(a);
a = frac(a) * tile.x;
tile2.x += dir.x * floor(a);
return (tile2 + pos) / tile.xy;
}
float3 sampleQuilt(SAMPLER_TYPE tex, float4 calibration, float3 tile, float2 st, float2 resolution) {
float pitch = -resolution.x / calibration.x * calibration.y * sin(atan(abs(calibration.z)));
float tilt = resolution.y / (resolution.x * calibration.z);
float subp = 1.0 / (3.0 * resolution.x);
float subp2 = subp * pitch;
float a = (-st.x - st.y * tilt) * pitch - calibration.w;
float3 color = float3(0.0, 0.0, 0.0);
#ifdef SAMPLEQUILT_FLIPSUBP
color.r = SAMPLEQUILT_SAMPLER_FNC( mapQuilt(tile, st, a-2.0*subp2) ).r;
color.g = SAMPLEQUILT_SAMPLER_FNC( mapQuilt(tile, st, a-subp2) ).g;
color.b = SAMPLEQUILT_SAMPLER_FNC( mapQuilt(tile, st, a) ).b;
#else
color.r = SAMPLEQUILT_SAMPLER_FNC( mapQuilt(tile, st, a) ).r;
color.g = SAMPLEQUILT_SAMPLER_FNC( mapQuilt(tile, st, a-subp2) ).g;
color.b = SAMPLEQUILT_SAMPLER_FNC( mapQuilt(tile, st, a-2.0*subp2) ).b;
#endif
return color;
}
#endif
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