57 lines
1.4 KiB
GLSL
57 lines
1.4 KiB
GLSL
uniform sampler2D u_Texture0;
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uniform sampler2D u_Texture1;
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uniform sampler2D u_Texture2;
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// https://gist.github.com/dinhnhat0401/12910a5fee2e380051c55e5db752b279
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varying vec2 v_TexCoords0;
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varying vec2 v_TexCoords1;
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varying vec2 v_TexCoords2;
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#define v_TexCoords1 v_TexCoords0
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#define v_TexCoords2 v_TexCoords0
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#define v_TexCoords3 v_TexCoords0
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uniform float u_opacity;
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uniform mat4 u_colorMatrix;
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// DEFISH
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float PI = 3.14159265358979;
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float _THETA_S_Y_SCALE = 640.0/720.0;//(1080.0 / 1920.0);
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float radius = 1.0;
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//uniform vec4 uvOffset;
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//uniform vec2 radiusOffset;
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uniform mat4 tune360; // [0] = left [wzr], [1] right [yxr]
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uniform int resolution; // 0:FHD, 1:HD, 2:SD
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void main(void)
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{
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vec2 st = v_TexCoords0.st;
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bool front = (tune360[0][0] > 0.5);
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vec2 fc;
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if (front)
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{
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fc = vec2(st.x,min(st.y*0.5,0.499)); // 이거 왜하는거지???
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}
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else
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{
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fc = vec2(st.x,0.5001+st.y*0.5);
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}
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// CLIP LEFT 1PX
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if(resolution == 2)
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{
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//fc.x = clamp(fc.x,0.0,0.90);
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//gl_FragColor = vec4(1.0,0.0,0.0,1.0);
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//return;
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}
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gl_FragColor = clamp(u_colorMatrix
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* vec4(texture2D(u_Texture0, fc).r,
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texture2D(u_Texture1, fc).r,
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texture2D(u_Texture2, fc).r,
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1.0), 0.0, 1.0);
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}
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