/*{ "CREDIT": "by VIDVOX", "ISFVSN": "2", "CATEGORIES": [ "Distortion Effect" ], "INPUTS": [ { "NAME": "inputImage", "TYPE": "image" }, { "NAME": "intensity", "TYPE": "float", "MIN": 0.0, "MAX": 10.0, "DEFAULT": 0.2 }, { "NAME": "invert_map", "TYPE": "bool", "DEFAULT": 0.0 } ] }*/ #if __VERSION__ <= 120 varying vec2 left_coord; varying vec2 right_coord; varying vec2 above_coord; varying vec2 below_coord; varying vec2 lefta_coord; varying vec2 righta_coord; varying vec2 leftb_coord; varying vec2 rightb_coord; #else in vec2 left_coord; in vec2 right_coord; in vec2 above_coord; in vec2 below_coord; in vec2 lefta_coord; in vec2 righta_coord; in vec2 leftb_coord; in vec2 rightb_coord; #endif float gray(vec4 n) { return (n.r + n.g + n.b)/3.0; } const float tau = 6.28318530718; void main() { vec4 color = IMG_THIS_PIXEL(inputImage); vec4 colorL = IMG_NORM_PIXEL(inputImage, left_coord); vec4 colorR = IMG_NORM_PIXEL(inputImage, right_coord); vec4 colorA = IMG_NORM_PIXEL(inputImage, above_coord); vec4 colorB = IMG_NORM_PIXEL(inputImage, below_coord); vec4 colorLA = IMG_NORM_PIXEL(inputImage, lefta_coord); vec4 colorRA = IMG_NORM_PIXEL(inputImage, righta_coord); vec4 colorLB = IMG_NORM_PIXEL(inputImage, leftb_coord); vec4 colorRB = IMG_NORM_PIXEL(inputImage, rightb_coord); float gx = (-1.0 * gray(colorLA)) + (-1.0 * gray(colorL)) + (-1.0 * gray(colorLB)) + (1.0 * gray(colorRA)) + (1.0 * gray(colorR)) + (1.0 * gray(colorRB)); float gy = (1.0 * gray(colorLA)) + (1.0 * gray(colorA)) + (1.0 * gray(colorRA)) + (-1.0 * gray(colorRB)) + (-1.0 * gray(colorB)) + (-1.0 * gray(colorLB)); float edge = pow(gx*gx + gy*gy,0.5); float brightness = (color.r + color.g + color.b) / 3.0; vec2 tc = isf_FragNormCoord; vec2 modifiedCenter = vec2(0.5,0.5); float r = distance(modifiedCenter, tc); float a = atan ((tc.y-modifiedCenter.y),(tc.x-modifiedCenter.x)); // adjust the angle and radius based on the brightness and edge level if (invert_map) { edge = 1.0 - edge; } r = r + intensity * (1.0-edge) * (brightness - 0.5); //a = a + intensity * pow(1.0+edge,brightness); tc.x = r * cos(a) + 0.5; tc.y = r * sin(a) + 0.5; vec4 final = IMG_NORM_PIXEL(inputImage, tc); gl_FragColor = final; }