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NixOS-configs/modules/wallpaper-engine/effects/clouds/preview/shaders/effects/perspective.vert
2025-02-07 17:04:43 -06:00

85 lines
2.3 KiB
GLSL

// [COMBO] {"material":"ui_editor_properties_mode","combo":"MODE","type":"options","default":0,"options":{"Vertex":1,"UV":0}}
#include "common.h"
uniform mat4 g_ModelViewProjectionMatrix;
uniform vec4 g_Texture0Resolution;
uniform float g_Top; // {"material":"ui_editor_properties_top","default":0,"range":[-0.49,0.49]}
uniform float g_Bottom; // {"material":"ui_editor_properties_bottom","default":0,"range":[-0.49,0.49]}
uniform float g_Left; // {"material":"ui_editor_properties_left","default":0,"range":[-0.49,0.49]}
uniform float g_Right; // {"material":"ui_editor_properties_right","default":0,"range":[-0.49,0.49]}
attribute vec3 a_Position;
attribute vec2 a_TexCoord;
varying vec3 v_TexCoord;
void main() {
vec3 position = a_Position;
v_TexCoord.xy = a_TexCoord;
v_TexCoord.z = 1.0;
#if MODE == 1
position.x += mix(g_Texture0Resolution.z * g_Top * mix(-1.0, 1.0, step(a_TexCoord.x, 0.5)),
g_Texture0Resolution.z * g_Bottom * mix(-1.0, 1.0, step(a_TexCoord.x, 0.5)),
step(0.5, a_TexCoord.y));
position.y += mix(g_Texture0Resolution.w * -g_Left * mix(-1.0, 1.0, step(a_TexCoord.y, 0.5)),
g_Texture0Resolution.w * -g_Right * mix(-1.0, 1.0, step(a_TexCoord.y, 0.5)),
step(0.5, a_TexCoord.x));
#endif
vec2 p3 = vec2(g_Top, g_Left);
vec2 p2 = vec2(1 - g_Top, g_Right);
vec2 p1 = vec2(1 - g_Bottom, 1 - g_Right);
vec2 p0 = vec2(g_Bottom, 1 - g_Left);
float ax = p2.x - p0.x;
float ay = p2.y - p0.y;
float bx = p3.x - p1.x;
float by = p3.y - p1.y;
float cross = ax * by - ay * bx;
float cy = p0.y - p1.y;
float cx = p0.x - p1.x;
float s = (ax * cy - ay * cx) / cross;
float t = (bx * cy - by * cx) / cross;
float q0 = 1 / (1 - t);
float q1 = 1 / (1 - s);
float q2 = 1 / t;
float q3 = 1 / s;
float q = mix(
mix(q3, q2, a_TexCoord.x),
mix(q0, q1, a_TexCoord.x),
a_TexCoord.y
);
v_TexCoord.xy = a_TexCoord;
#if MODE == 0
v_TexCoord -= 0.5;
v_TexCoord.x *= 0.5 / (0.5 - mix(g_Top, g_Bottom, step(0.5, a_TexCoord.y)));
v_TexCoord.y *= 0.5 / (0.5 - mix(g_Left, g_Right, step(0.5, a_TexCoord.x)));
v_TexCoord += 0.5;
#endif
v_TexCoord.xy *= q;
v_TexCoord.z = q;
gl_Position = mul(vec4(position, 1.0), g_ModelViewProjectionMatrix);
}