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[425/906] twirl: get rid of polar coordinates conversion
Get rid of polar coordinates in the twirl effect. The same can be done using a rotation matrix, saving alu instructions and, most of all, avoiding the use of the evil atan() function (which uses IF operators). Calculate rotation angle in a saner, understandable way. Works on i915! (Hope it still works elsewhere too as I'm not able to test at the moment)
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1 changed files with 9 additions and 5 deletions
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@ -209,11 +209,15 @@ const gchar *twirl_fragment_source =
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" vec2 texturecoord = gl_TexCoord[0].xy;"
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" vec2 normcoord;"
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" normcoord = texturecoord / tex_size - 1.0;"
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" float r = length (normcoord);"
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" float phi = atan (normcoord.y, normcoord.x);"
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" phi += (1.0 - smoothstep (-0.6, 0.6, r)) * 4.8;"
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" normcoord.x = r * cos(phi);"
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" normcoord.y = r * sin(phi);"
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" float r = length (normcoord);"
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/* calculate rotation angle: maximum (about pi/2) at the origin and
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* gradually decrease it up to 0.6 of each quadrant */
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" float phi = (1.0 - smoothstep (0.0, 0.6, r)) * 1.6;"
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/* precalculate sin phi and cos phi, save some alu */
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" float s = sin(phi);"
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" float c = cos(phi);"
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/* rotate */
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" normcoord *= mat2(c, s, -s, c);"
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" texturecoord = (normcoord + 1.0) * tex_size;"
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" vec4 color = texture2DRect (tex, texturecoord); "
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" gl_FragColor = color;"
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