content/hifi-public/scripts/tests/textureStress.fs
Dale Glass 0d14e5a379 Initial data.
Needs a lot of cleanup. Data has been de-duplicated, and where identical copies existed, one of them
has been replaced with a symlink.

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2022-02-13 18:59:11 +01:00

41 lines
1.1 KiB
GLSL

float aspect(vec2 v) {
return v.x / v.y;
}
vec3 aspectCorrectedTexture() {
vec2 uv = _position.xy;
uv += 0.5;
uv.y = 1.0 - uv.y;
float targetAspect = iWorldScale.x / iWorldScale.y;
float sourceAspect = aspect(iChannelResolution[0].xy);
float aspectCorrection = sourceAspect / targetAspect;
if (aspectCorrection > 1.0) {
float offset = aspectCorrection - 1.0;
float halfOffset = offset / 2.0;
uv.y -= halfOffset;
uv.y *= aspectCorrection;
} else {
float offset = 1.0 - aspectCorrection;
float halfOffset = offset / 2.0;
uv.x -= halfOffset;
uv.x /= aspectCorrection;
}
if (any(lessThan(uv, vec2(0.0)))) {
return vec3(0.0);
}
if (any(greaterThan(uv, vec2(1.0)))) {
return vec3(0.0);
}
vec4 color = texture(iChannel0, uv);
return color.rgb * max(0.5, sourceAspect) * max(0.9, fract(iWorldPosition.x));
}
float getProceduralColors(inout vec3 diffuse, inout vec3 specular, inout float shininess) {
specular = aspectCorrectedTexture();
return 1.0;
}