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openRNDR demo for doing an inversion distortion effect
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import org.openrndr.application | |
import org.openrndr.draw.isolatedWithTarget | |
import org.openrndr.draw.renderTarget | |
import org.openrndr.draw.shadeStyle | |
import org.openrndr.extra.compositor.compose | |
import org.openrndr.extra.compositor.draw | |
import org.openrndr.ffmpeg.ScreenRecorder | |
// shader-based inversion distortion effect | |
// this demonstrates inversion (1/z) (https://mathworld.wolfram.com/ConformalMapping.html) | |
fun main() = application { | |
configure { | |
width = 920 | |
height = 920 | |
} | |
program { | |
val backgroundImage = renderTarget(width, height) { colorBuffer() } | |
extend { | |
// render checkerboard for example: | |
drawer.isolatedWithTarget(backgroundImage) { | |
shadeStyle = shadeStyle { | |
fragmentTransform = """ | |
vec2 pos = c_boundsPosition.xy; | |
pos *= 10; | |
float value = mod(int(pos.x) + int(pos.y), 2); | |
x_fill.rgb = vec3(value); | |
""" | |
} | |
rectangle(bounds) | |
} | |
// this does the actual distortion effect | |
drawer.shadeStyle = shadeStyle { | |
fragmentTransform = """ | |
vec2 pos = c_boundsPosition.xy; // current pixel | |
vec2 origin = vec2(0.5, 0.5); // the center, which could vary with time | |
float dist = distance(pos, origin); | |
// play around with clamping the distance for different effect in the center | |
dist += 0.1; | |
// get the "direction vector" to the pixel: | |
vec2 dir = normalize(pos - origin); | |
// the position along the "boundary circle": | |
vec2 circlePosition = 0.1 * dir; | |
// perform inversion with respect to the circle: | |
vec2 newPos = circlePosition / dist; | |
// convert back to shader screen coordinates: | |
newPos += origin; | |
// mod the values back into the 0-1 range if necessary: | |
newPos = fract(newPos); | |
// set the final pixel color: | |
x_fill = texture(p_image, newPos); | |
""".trimIndent() | |
parameter("image", backgroundImage.colorBuffer(0)) | |
} | |
// draw the final output | |
drawer.image(backgroundImage.colorBuffer(0)) | |
} | |
} | |
} |
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