SHOW:
|
|
- or go back to the newest paste.
| 1 | vec2 ps = vec2(1.0) / iResolution.xy; | |
| 2 | float ar = iResolution.x / iResolution.y; | |
| 3 | const vec2 image_res = vec2(3840, 2160); | |
| 4 | const float image_ar = image_res.x / image_res.y; | |
| 5 | ||
| 6 | vec2 scaleUV(vec2, vec2); | |
| 7 | bool crop(vec2); | |
| 8 | vec2 correctAspect(vec2); | |
| 9 | ||
| 10 | void main() {
| |
| 11 | vec2 uv = gl_FragCoord.xy * ps; | |
| 12 | vec2 image_uv = correctAspect(uv); | |
| 13 | vec3 col = texture2D(iChannel0, image_uv).rgb; | |
| 14 | col = crop(uv) ? col : vec3(0.0); | |
| 15 | ||
| 16 | gl_FragColor = vec4(col, 1.0); | |
| 17 | } | |
| 18 | ||
| 19 | vec2 scaleUV(vec2 uv, vec2 scale) {
| |
| 20 | return (uv - vec2(0.5)) * scale + vec2(0.5); | |
| 21 | } | |
| 22 | ||
| 23 | bool crop(vec2 uv) {
| |
| 24 | bool x_or_y = ar > image_ar; | |
| 25 | float ar_result = x_or_y ? (image_ar / ar) : | |
| 26 | (ar / image_ar); | |
| 27 | float mask = (1.0 - (ar_result)) * 0.5; | |
| 28 | return x_or_y ? (uv.x > mask && uv.x < 1.0 - mask) : | |
| 29 | (uv.y > mask && uv.y < 1.0 - mask); | |
| 30 | } | |
| 31 | ||
| 32 | vec2 correctAspect(vec2 uv) {
| |
| 33 | bool x_or_y = ar > image_ar; | |
| 34 | vec2 ar_fix = vec2(1.0); | |
| 35 | ar_fix = x_or_y ? vec2(ar / image_ar, 1.0) : | |
| 36 | vec2(1.0, image_ar / ar); | |
| 37 | uv = scaleUV(uv, ar_fix); | |
| 38 | return uv; | |
| 39 | } |