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kMirror.fx
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kMirror.fx
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/*
KinoContour - Mirroring and kaleidoscope effect
Copyright (C) 2015 Keijiro Takahashi
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
the Software, and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*/
uniform float _Divisor <
ui_type = "drag";
> = 0.05f;
uniform float _Offset <
ui_type = "drag";
> = 0.05f;
uniform float _Roll <
ui_type = "drag";
> = 0.0f;
uniform bool _Symmetry <
> = true;
texture2D Render_Color : COLOR;
sampler2D Sample_Color
{
Texture = Render_Color;
MagFilter = LINEAR;
MinFilter = LINEAR;
MipFilter = LINEAR;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBTexture = TRUE;
#endif
};
// Vertex shaders
void Basic_VS(in uint ID : SV_VERTEXID, out float4 Position : SV_POSITION, out float2 TexCoord : TEXCOORD0)
{
TexCoord.x = (ID == 2) ? 2.0 : 0.0;
TexCoord.y = (ID == 1) ? 2.0 : 0.0;
Position = float4(TexCoord * float2(2.0, -2.0) + float2(-1.0, 1.0), 0.0, 1.0);
}
/* [ Pixel Shaders ] */
void Mirror_PS(in float4 Position : SV_POSITION, in float2 TexCoord : TEXCOORD0, out float4 OutputColor0 : SV_TARGET0)
{
// Convert to polar coordinates
float2 Polar = TexCoord * 2.0 - 1.0;
float Phi = atan2(Polar.y, Polar.x);
float Radius = length(Polar);
// Angular repeating.
Phi += _Offset;
Phi = Phi - _Divisor * floor(Phi / _Divisor);
Phi = (_Symmetry) ? min(Phi, _Divisor - Phi) : Phi;
Phi += _Roll - _Offset;
// Convert back to the texture coordinate.
float2 PhiSinCos; sincos(Phi, PhiSinCos.x, PhiSinCos.y);
TexCoord = (PhiSinCos.yx * Radius) * 0.5 + 0.5;
// Reflection at the border of the screen.
TexCoord = max(min(TexCoord, 2.0 - TexCoord), -TexCoord);
OutputColor0 = tex2D(Sample_Color, TexCoord);
}
technique KinoMirror
{
pass
{
VertexShader = Basic_VS;
PixelShader = Mirror_PS;
#if BUFFER_COLOR_BIT_DEPTH == 8
SRGBWriteEnable = TRUE;
#endif
}
}