// AUTOGENERATED COPYRIGHT HEADER START // Copyright (C) 2021-2023 Michael Fabian 'Xaymar' Dirks // AUTOGENERATED COPYRIGHT HEADER END #include "shared.effect" uniform texture2d InputA< bool automatic = true; >; uniform float2 CornerTL< string name = "Corner: Top Left"; string field_type = "slider"; string suffix = " %"; float2 minimum = {-100., -100.}; float2 maximum = {-200., -200.}; float2 step = {.01, .01}; float2 scale = {.01, .01}; > = {0., 0.}; uniform float2 CornerTR< string name = "Corner: Top Right"; string field_type = "slider"; string suffix = " %"; float2 minimum = {-100., -100.}; float2 maximum = {-200., -200.}; float2 step = {.01, .01}; float2 scale = {.01, .01}; > = {100., 0.}; uniform float2 CornerBL< string name = "Corner: Bottom Left"; string field_type = "slider"; string suffix = " %"; float2 minimum = {-100., -100.}; float2 maximum = {-200., -200.}; float2 step = {.01, .01}; float2 scale = {.01, .01}; > = {0., 100.}; uniform float2 CornerBR< string name = "Corner: Bottom Right"; string field_type = "slider"; string suffix = " %"; float2 minimum = {-100., -100.}; float2 maximum = {-200., -200.}; float2 step = {.01, .01}; float2 scale = {.01, .01}; > = {100., 100.}; //------------------------------------------------------------------------------ // Technique: Corner Pin //------------------------------------------------------------------------------ // // Credits: // - Inigo Quilez: https://www.iquilezles.org/www/articles/ibilinear/ibilinear.htm // // Parameters: // - InputA: RGBA Texture // - CornerTL: Corner "A" // - CornerTR: Corner "B" // - CornerBL: Corner "D" // - CornerBR: Corner "C" float cross2d(in float2 a, in float2 b) { return (a.x * b.y) - (a.y * b.x); }; float2 inverse_bilinear(in float2 p, in float2 a, in float2 b, in float2 c, in float2 d) { float2 result = float2(-1., -1.); float2 e = b - a; float2 f = d - a; float2 g = a-b+c-d; float2 h = p-a; float k2 = cross2d(g, f); float k1 = cross2d(e, f) + cross2d(h, g); float k0 = cross2d(h, e); if (abs(k2) < .001) { // Edges are likely parallel, so this is a linear equation. result = float2( (h.x * k1 + f.x * k0) / (e.x * k1 - g.x * k0), -k0 / k1 ); } else { // It's a quadratic equation. float w = k1 * k1 - 4.0 * k0 * k2; if (w < 0.0) { // Prevent GPUs from going insane. return result; } w = sqrt(w); float ik2 = 0.5/k2; float v = (-k1 - w) * ik2; float u = (h.x - f.x * v) / (e.x + g.x * v); if (u < 0.0 || u > 1.0 || v < 0.0 || v > 1.0) { v = (-k1 + w) * ik2; u = (h.x - f.x * v) / (e.x + g.x * v); } result = float2(u, v); } return result; }; float4 PSCornerPin(VertexData vtx) : TARGET { // Convert from screen coords to potential Quad UV coordinates. float2 uv = inverse_bilinear((vtx.uv * 2.) - 1., CornerTL, CornerTR, CornerBR, CornerBL); if (max(abs(uv.x - .5), abs(uv.y - .5)) >= .5) { return float4(0, 0, 0, 0); } return InputA.Sample(BlankSampler, uv); }; technique CornerPin { pass { vertex_shader = DefaultVertexShader(vtx); pixel_shader = PSCornerPin(vtx); }; };