@luma.gl/effects
Version:
Post-processing effects for luma.gl
106 lines (91 loc) • 2.95 kB
text/typescript
// luma.gl
// SPDX-License-Identifier: MIT
// Copyright (c) vis.gl contributors
import type {ShaderPass} from '@luma.gl/shadertools';
import {warp} from './warp';
const source = /* wgsl */ `\
uniform bulgePinchUniforms {
radius: f32,
strength: f32,
center: vec2f,
};
@group(0) @binding(1) var<uniform> bulgePinch: bulgePinchUniforms;
fn bulgePinch_warp(vec2 coord, vec2 texCenter) -> vec2f {
coord -= texCenter;
float distance = length(coord);
if (distance < bulgePinch.radius) {
float percent = distance / bulgePinch.radius;
if (bulgePinch.strength > 0.0) {
coord *= mix(1.0, smoothstep(0.0, bulgePinch.radius / distance, percent), bulgePinch.strength * 0.75);
} else {
coord *= mix(1.0, pow(percent, 1.0 + bulgePinch.strength * 0.75) * bulgePinch.radius / distance, 1.0 - percent);
}
}
coord += texCenter;
return coord;
}
fn bulgePinch_sampleColor(sampler2D source, vec2 texSize, vec2 texCoord) -> vec4f {
vec2 coord = texCoord * texSize;
coord = bulgePinch_warp(coord, bulgePinch.center * texSize);
return warp_sampleColor(source, texSize, coord);
}
`;
const fs = /* glsl */ `\
uniform bulgePinchUniforms {
float radius;
float strength;
vec2 center;
} bulgePinch;
vec2 bulgePinch_warp(vec2 coord, vec2 texCenter) {
coord -= texCenter;
float distance = length(coord);
if (distance < bulgePinch.radius) {
float percent = distance / bulgePinch.radius;
if (bulgePinch.strength > 0.0) {
coord *= mix(1.0, smoothstep(0.0, bulgePinch.radius / distance, percent), bulgePinch.strength * 0.75);
} else {
coord *= mix(1.0, pow(percent, 1.0 + bulgePinch.strength * 0.75) * bulgePinch.radius / distance, 1.0 - percent);
}
}
coord += texCenter;
return coord;
}
vec4 bulgePinch_sampleColor(sampler2D source, vec2 texSize, vec2 texCoord) {
vec2 coord = texCoord * texSize;
coord = bulgePinch_warp(coord, bulgePinch.center * texSize);
return warp_sampleColor(source, texSize, coord);
}
`;
/** 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 const bulgePinch = {
name: 'bulgePinch',
dependencies: [warp],
source,
fs,
props: {} as BulgePinchProps,
uniforms: {} as BulgePinchUniforms,
uniformTypes: {
center: 'vec2<f32>',
radius: 'f32',
strength: 'f32'
},
propTypes: {
center: {value: [0.5, 0.5]},
radius: {value: 200, min: 1, softMax: 600},
strength: {value: 0.5, min: -1, max: 1}
},
passes: [{sampler: true}]
} as const satisfies ShaderPass<BulgePinchProps, BulgePinchProps>;