feat: default projection mapping with shift + M
This commit is contained in:
@@ -235,10 +235,11 @@ GROUP_1_6_Y=19
|
||||
GROUP_1_6_Z=
|
||||
|
||||
# Same for group 2
|
||||
GROUP_2_ACTIVE_COUNT=3
|
||||
GROUP_2_ACTIVE_COUNT=4
|
||||
GROUP_2_ACTIVE_1=36
|
||||
GROUP_2_ACTIVE_2=68
|
||||
GROUP_2_ACTIVE_3=52
|
||||
GROUP_2_ACTIVE_4=11077
|
||||
GROUP_2_COUNT=7
|
||||
GROUP_2_1_X=37
|
||||
GROUP_2_1_Y=53
|
||||
|
||||
+33
-1
@@ -6,8 +6,40 @@
|
||||
in vec2 vUV;
|
||||
out vec4 fragColor;
|
||||
|
||||
#include inc_map.glsl
|
||||
|
||||
uniform sampler2D iTex0;
|
||||
uniform int iAutoRand;
|
||||
uniform vec3 iGroup2_4[7];
|
||||
|
||||
void main() {
|
||||
fragColor = texture(iTex0, vUV);
|
||||
bool visible = iAutoRand < 1 && iGroup2_4[0].x > 0;
|
||||
bool invert = iAutoRand < 1 && iGroup2_4[0].y > 0;
|
||||
bool rect = iAutoRand < 1 && iGroup2_4[0].z > 0;
|
||||
|
||||
vec2 uv2 = vUV;
|
||||
|
||||
if (visible) {
|
||||
vec2 p1 = iAutoRand < 1 ? vec2(iGroup2_4[6].xy) : vec2(0);
|
||||
vec2 p2 = iAutoRand < 1 ? vec2(iGroup2_4[1].xy) : vec2(0);
|
||||
vec2 p3 = iAutoRand < 1 ? vec2(iGroup2_4[3].xy) : vec2(0);
|
||||
vec2 p4 = iAutoRand < 1 ? vec2(iGroup2_4[5].xy) : vec2(0);
|
||||
|
||||
p2.x = 1 - p2.x;
|
||||
p3.y = 1 - p3.y;
|
||||
p4.x = 1 - p4.x;
|
||||
p4.y = 1 - p4.y;
|
||||
|
||||
uv2 = project_4p(vUV, p1, p2, p3, p4);
|
||||
}
|
||||
|
||||
vec4 color = texture(iTex0, invert ? vUV : uv2);
|
||||
|
||||
if (visible) {
|
||||
float mask = step(0, uv2.x) * step(-1, -uv2.x) * step(0, uv2.y) * step(-1, -uv2.y);
|
||||
color *= mix(mask, 1 - mask, invert ? 1 : 0);
|
||||
color = mix(color, mix(color, color + mask * vec4(1), step(uv2.x, 0.01) + step(uv2.y, 0.01) + step(1 - uv2.y, 0.01) + step(1 - uv2.x, 0.01)), rect ? 1 : 0);
|
||||
}
|
||||
|
||||
fragColor = color;
|
||||
}
|
||||
|
||||
@@ -0,0 +1,26 @@
|
||||
#ifndef INC_MAP
|
||||
#define INC_MAP
|
||||
|
||||
vec2 project_4p(vec2 uv, vec2 p1, vec2 p2, vec2 p3, vec2 p4) {
|
||||
float k1 = (p4.y - p3.y) / (p2.y - p3.y);
|
||||
float k2 = (p3.y - p1.y) / (p2.y - p3.y);
|
||||
float a = (p4.x - p3.x + k1 * p3.x - k1 * p2.x) / (p1.x - p3.x - k2 * p3.x + k2 * p2.x);
|
||||
float b = k1 + a * k2;
|
||||
float c = 1 - a - b;
|
||||
// https://math.stackexchange.com/questions/296794/finding-the-transform-matrix-from-4-projected-points-with-javascript/339033#339033
|
||||
mat3 projection_a = mat3(
|
||||
a * p1.x, a * p1.y, a,
|
||||
b * p2.x, b * p2.y, b,
|
||||
c * p3.x, c * p3.y, c
|
||||
);
|
||||
mat3 projection_a_prime = inverse(projection_a);
|
||||
mat3 projection_b = mat3(
|
||||
0, 0, -1,
|
||||
1, 0, 1,
|
||||
0, 1, 1
|
||||
);
|
||||
vec3 tmp = projection_b * projection_a_prime * vec3(uv, 1);
|
||||
return tmp.xy / tmp.z;
|
||||
}
|
||||
|
||||
#endif
|
||||
Reference in New Issue
Block a user