@luma.gl/effects
Version:
Post-processing effects for luma.gl
51 lines • 3.99 kB
TypeScript
/** Bulges or pinches the image in a circle. */
export type BulgePinchProps = {
/** The [x, y] coordinates of the center of the circle of effect. */
center?: [number, number];
/** The radius of the circle of effect. */
radius?: number;
/** strength -1 to 1 (-1 is strong pinch, 0 is no effect, 1 is strong bulge) */
strength?: number;
};
export type BulgePinchUniforms = BulgePinchProps;
/**
* Bulge / Pinch -
* Bulges or pinches the image in a circle.
*/
export declare const bulgePinch: {
readonly name: "bulgePinch";
readonly dependencies: [{
readonly name: "warp";
readonly source: "vec4 warp_sampleColor(sampler2D source, vec2 texSize, vec2 coord) {\n vec4 color = texture(source, coord / texSize);\n vec2 clampedCoord = clamp(coord, vec2(0.0), texSize);\n if (coord != clampedCoord) {\n /* fade to transparent if we are outside the image */\n color.a *= max(0.0, 1.0 - length(coord - clampedCoord));\n }\n return color;\n}\n";
readonly fs: "vec4 warp_sampleColor(sampler2D source, vec2 texSize, vec2 coord) {\n vec4 color = texture(source, coord / texSize);\n vec2 clampedCoord = clamp(coord, vec2(0.0), texSize);\n if (coord != clampedCoord) {\n /* fade to transparent if we are outside the image */\n color.a *= max(0.0, 1.0 - length(coord - clampedCoord));\n }\n return color;\n}\n";
readonly passes: [];
}];
readonly source: "uniform bulgePinchUniforms {\n radius: f32,\n strength: f32,\n center: vec2f,\n};\n\n@group(0) @binding(1) var<uniform> bulgePinch: bulgePinchUniforms;\n\nfn bulgePinch_warp(vec2 coord, vec2 texCenter) -> vec2f {\n coord -= texCenter;\n float distance = length(coord);\n if (distance < bulgePinch.radius) {\n float percent = distance / bulgePinch.radius;\n if (bulgePinch.strength > 0.0) {\n coord *= mix(1.0, smoothstep(0.0, bulgePinch.radius / distance, percent), bulgePinch.strength * 0.75);\n } else {\n coord *= mix(1.0, pow(percent, 1.0 + bulgePinch.strength * 0.75) * bulgePinch.radius / distance, 1.0 - percent);\n }\n }\n coord += texCenter;\n return coord;\n}\n\nfn bulgePinch_sampleColor(sampler2D source, vec2 texSize, vec2 texCoord) -> vec4f {\n vec2 coord = texCoord * texSize;\n coord = bulgePinch_warp(coord, bulgePinch.center * texSize);\n return warp_sampleColor(source, texSize, coord);\n}\n";
readonly fs: "uniform bulgePinchUniforms {\n float radius;\n float strength;\n vec2 center;\n} bulgePinch;\n\nvec2 bulgePinch_warp(vec2 coord, vec2 texCenter) {\n coord -= texCenter;\n float distance = length(coord);\n if (distance < bulgePinch.radius) {\n float percent = distance / bulgePinch.radius;\n if (bulgePinch.strength > 0.0) {\n coord *= mix(1.0, smoothstep(0.0, bulgePinch.radius / distance, percent), bulgePinch.strength * 0.75);\n } else {\n coord *= mix(1.0, pow(percent, 1.0 + bulgePinch.strength * 0.75) * bulgePinch.radius / distance, 1.0 - percent);\n }\n }\n coord += texCenter;\n return coord;\n}\n\nvec4 bulgePinch_sampleColor(sampler2D source, vec2 texSize, vec2 texCoord) {\n vec2 coord = texCoord * texSize;\n coord = bulgePinch_warp(coord, bulgePinch.center * texSize);\n\n return warp_sampleColor(source, texSize, coord);\n}\n";
readonly props: BulgePinchProps;
readonly uniforms: BulgePinchUniforms;
readonly uniformTypes: {
readonly center: "vec2<f32>";
readonly radius: "f32";
readonly strength: "f32";
};
readonly propTypes: {
readonly center: {
readonly value: readonly [0.5, 0.5];
};
readonly radius: {
readonly value: 200;
readonly min: 1;
readonly softMax: 600;
};
readonly strength: {
readonly value: 0.5;
readonly min: -1;
readonly max: 1;
};
};
readonly passes: [{
readonly sampler: true;
}];
};
//# sourceMappingURL=bulgepinch.d.ts.map