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author | jmarshallnz <jmarshallnz@svn> | 2010-03-06 02:34:23 +0000 |
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committer | jmarshallnz <jmarshallnz@svn> | 2010-03-06 02:34:23 +0000 |
commit | 7be31184acd2a7d7034fe47cd3e4c1ac441b2d92 (patch) | |
tree | 08bfee530b02510e2c0e942df8d200c4cc3755bb /system/shaders/stretch.glsl | |
parent | 2b9fbb42715889949aab732de8dbf6f99f799a1e (diff) |
changed: Clarified the transform for non-linear stretching, and split actual stretching between linear and non-linear
git-svn-id: https://xbmc.svn.sourceforge.net/svnroot/xbmc/trunk@28416 568bbfeb-2a22-0410-94d2-cc84cf5bfa90
Diffstat (limited to 'system/shaders/stretch.glsl')
-rw-r--r-- | system/shaders/stretch.glsl | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/system/shaders/stretch.glsl b/system/shaders/stretch.glsl index 2e368563e0..ac7ddd9783 100644 --- a/system/shaders/stretch.glsl +++ b/system/shaders/stretch.glsl @@ -3,8 +3,11 @@ uniform float m_stretch; vec2 stretch(vec2 pos) { + // our transform should map [0..1] to itself, with f(0) = 0, f(1) = 1, f(0.5) = 0.5, and f'(0.5) = b. + // a simple curve to do this is g(x) = b(x-0.5) + (1-b)2^(n-1)(x-0.5)^n + 0.5 + // where the power preserves sign. n = 2 is the simplest non-linear case (required when b != 1) float x = pos.x - 0.5; - return vec2(mix(x, x * abs(x) * 2.0, m_stretch) + 0.5, pos.y); + return vec2(mix(x * abs(x) * 2.0, x, m_stretch) + 0.5, pos.y); } void main() |