lygia
/v1.1.6
/distort
/pincushion
)Pincushion distortion
Dependencies:
Use:
barrel(SAMPLER_TYPE tex, <vec2> st [, <vec2|float> distance])
#ifndef PINCUSHION_TYPE
#define PINCUSHION_TYPE vec3
#endif
#ifndef PINCUSHION_SAMPLER_FNC
#define PINCUSHION_SAMPLER_FNC(TEX, UV) SAMPLER_FNC(TEX, UV).rgb
#endif
#ifndef FNC_PINCUSHION
#define FNC_PINCUSHION
vec2 pincushion(vec2 st, vec2 pixel, float amt) {
float prop = pixel.x / pixel.y; // screen proroption
vec2 m = vec2(0.5, 0.5 / prop); // center coords
vec2 d = st - m; // vector from center to current fragment
float dist = sqrt(dot(d, d)); // distance of pixel from center
float power = (TAU / (2.0 * sqrt(dot(m, m)))) * -amt;
float bind = (prop < 1.0)? m.x : m.y;
float A = (power > 0.0)? tan(dist * power) : atan(dist * -power * 10.0);
float B = (power > 0.0)? tan(bind * power) : atan(-power * bind * 10.0);
vec2 uv = m + normalize(d) * A * bind/B;
return vec2(uv.x, uv.y * prop);
}
PINCUSHION_TYPE pincushion(SAMPLER_TYPE tex, vec2 st, vec2 pixel, float amt) {
vec2 uv = pincushion(st, pixel, amt);
return PINCUSHION_SAMPLER_FNC(tex, uv);
}
#endif
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