Files
oak-editor/effects/cornerpin.frag
T

46 lines
870 B
GLSL

#version 110
uniform sampler2D tex;
uniform bool perspective;
varying vec2 q;
varying vec2 b1;
varying vec2 b2;
varying vec2 b3;
varying vec2 vTexCoord;
float Wedge2D(vec2 v, vec2 w) {
return (v.x*w.y) - (v.y*w.x);
}
void main(void) {
if (perspective) {
gl_FragColor = texture2D(tex, vTexCoord);
} else {
float A = Wedge2D(b2, b3);
float B = Wedge2D(b3, q) - Wedge2D(b1, b2);
float C = Wedge2D(b1, q);
vec2 uv;
// solve for v
if (abs(A) < 0.001) {
uv.y = -C/B;
} else {
float discrim = B*B - 4.0*A*C;
uv.y = 0.5 * (-B + sqrt(discrim)) / A;
}
// solve for u
vec2 denom = b1 + uv.y * b3;
if (abs(denom.x) > abs(denom.y)) {
uv.x = (q.x - b2.x * uv.y) / denom.x;
} else {
uv.x = (q.y - b2.y * uv.y) / denom.y;
}
uv.y = 1.0 - uv.y;
gl_FragColor = texture2D(tex, uv);
}
}