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An image cover glsl implementation
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vec2 Cover(vec2 uv, vec2 screenSize, vec2 imageSize) { | |
vec2 s = screenSize; | |
vec2 i = imageSize; | |
float rs = s.x / s.y; | |
float ri = i.x / i.y; | |
vec2 new = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x); | |
vec2 offset = (rs < ri ? vec2((new.x - s.x) / 2.0, 0.0) : vec2(0.0, (new.y - s.y) / 2.0)) / new; | |
vec2 st = uv * s / new + offset; | |
return st; | |
} | |
// Use this new set of UVs to create the texture. | |
// | |
// Notice that we're using the original vUv variable here. | |
// That's because the 'Cover' function expect a set of UVs that | |
// go from 0 to 1. | |
// vec2 coverUV = Cover(vUv, uResolution, uTexture0Size); | |
// vec4 tex0 = texture2D(uTexture0, coverUV); |
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