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  Screen deformation with shaders?  (Read 961 times)
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Offline wessles

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Medals: 257
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« Posted 2014-04-22 00:08:00 »

I would like to create a shader that just messes with the screen. The problem is, I only know how to move individual pixels from the vertex shader. How might I stretch them?

RFLEX.
Offline HeroesGraveDev

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« Reply #1 - Posted 2014-04-22 00:13:49 »

FBOs

Offline wessles

JGO Kernel


Medals: 257
Projects: 4


Enthusiast of amusement. Lover of code.


« Reply #2 - Posted 2014-04-22 00:51:44 »

Thanks! I had no idea these existed  Tongue. My only problem now is that I cannot figure out how to stretch the images; the page only talks about alpha things, and I couldn't find anything on google for 'deformation fbo.'

RFLEX.
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Online BurntPizza

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« Reply #3 - Posted 2014-04-22 01:02:33 »

Deformation is just mapping coordinates with a function other than
(x1, y1) = (x0, y0)


Throw this into ShaderToy with some texture loaded in iChannel0:

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void main(void)
{
   vec2 uv = gl_FragCoord.xy / iResolution.xy;
   float distFromCenter = distance(uv, vec2(.5));
   uv *= (sin(iGlobalTime) / 2. + 1.) * distFromCenter;
   gl_FragColor = texture2D(iChannel0, uv);
}


Edit: Another, more "stretchy" example: (adds to UV instead of multiply)

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void main(void)
{
   vec2 uv = gl_FragCoord.xy / iResolution.xy;
   uv += distance(uv, vec2(.5)) * (sin(iGlobalTime)/4.+.25);
   gl_FragColor = texture2D(iChannel0, uv);
}
Offline HeroesGraveDev

JGO Kernel


Medals: 376
Projects: 11
Exp: 3 years


┬─┬ノ(ಠ_ಠノ)(╯°□°)╯︵ ┻━┻


« Reply #4 - Posted 2014-04-22 01:02:40 »

If you use the techniques described here to get the coordinates of the screen, then you can just warp the texture coordinates accordingly.

Online BurntPizza

« JGO Bitwise Duke »


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Exp: 7 years



« Reply #5 - Posted 2014-04-22 01:19:47 »

You got me playing with shadertoy again, but I got one that mimics 3D camera movement:

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void main(void)
{
   vec2 uv = gl_FragCoord.xy / iResolution.xy;
   uv += (sin(iGlobalTime)/2.+.5) * dot(uv, vec2(.5));
   gl_FragColor = texture2D(iChannel0, uv);
}


Neat.

Change the multiply to a divide and see what happens.

Just mess around until you find something you like.
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