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Godot fisheye / barrel distortion shader with minimal pixelation
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/** | |
* This shader creates fisheye or barrel distortion by sliding values in the | |
* desired direction. It aims to have a minimal amount of pixelation, and was | |
* originally conceived of to procedurally generate cartoon planets and bodies | |
* from easily generatable flat textures. | |
* | |
* Thanks to user Dan (6145) on Stack Overflow for providing the math. I also | |
* stole some code from here for the texture placement: | |
* https://gist.github.com/quiglemj/971f4cec1b128c58b4864c5200bfc579 | |
* This shader differs from the above gist in that it does not stretch the | |
* center towards the edges, but rather crushes the edges in towards the | |
* center, and thus eliminates pixelation entirely while achieving a near | |
* identical effect. | |
* | |
* See the final result in the edited part of my SO question: | |
* https://computergraphics.stackexchange.com/questions/9434/shader-or-formula-that-distorts-inward | |
* | |
* License: CC0 | |
* https://creativecommons.org/publicdomain/zero/1.0/ | |
*/ | |
shader_type canvas_item; | |
// Inspector params: | |
uniform float effect = -1.1; // -1.0 is BARREL, 0.1 is PINCUSHION. For planets, ideally -1.1 to -4. | |
uniform float effect_scale = 1.1; // Play with this to slightly vary the results. | |
uniform bool dynamic_crop = false; // Guesses the crop amount with an admittedly badly inaccurate formula. | |
uniform bool manual_crop = false; // Cut out the junk outside the sphere. | |
uniform float manual_amount = 0.95; // Higher value = more crop. | |
vec2 distort(vec2 p) { | |
float d = length(p); | |
float z = sqrt(1.0 + d * d * effect); | |
float r = atan(d, z) / 3.14159; | |
r *= effect_scale; | |
float phi = atan(p.y, p.x); | |
return vec2(r*cos(phi)+.5,r*sin(phi)+.5); | |
} | |
void fragment(){ | |
vec2 xy = (2.0 * UV); | |
xy.x = xy.x - 1.0; | |
xy.y = xy.y - 1.0; | |
// Dynamic crop adjustment. -0.5 is equavalent to 'none'. | |
float d_adjust = -0.5; | |
if (dynamic_crop) { | |
d_adjust = (effect/4.0) * -0.6; | |
} | |
// Perform distortion if needed. | |
vec4 tex; | |
float d = length(xy); | |
if (d < 1.0 - d_adjust) { | |
xy = distort(xy); | |
tex = texture(TEXTURE, xy); | |
COLOR = tex; | |
} | |
else { | |
COLOR.a = 0.0; | |
} | |
// Apply manual crop. | |
if (manual_crop && d > manual_amount) { | |
COLOR.a = 0.0; | |
} | |
} |
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