osc multi arguments
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44
shaders/video-transform/shader.slang
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44
shaders/video-transform/shader.slang
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static const float PI = 3.14159265358979323846;
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float2 rotateAroundCenter(float2 uv, float radians)
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{
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float2 centered = uv - 0.5;
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float s = sin(radians);
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float c = cos(radians);
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return float2(c * centered.x - s * centered.y, s * centered.x + c * centered.y) + 0.5;
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}
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float mirroredCoordinate(float coordinate)
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{
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float wrapped = frac(coordinate * 0.5) * 2.0;
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return wrapped <= 1.0 ? wrapped : 2.0 - wrapped;
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}
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float2 applyEdgeMode(float2 uv, out bool inside)
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{
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inside = uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0;
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if (edgeMode == 1)
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return clamp(uv, 0.0, 1.0);
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if (edgeMode == 2)
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return frac(uv);
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if (edgeMode == 3)
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return float2(mirroredCoordinate(uv.x), mirroredCoordinate(uv.y));
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return uv;
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}
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float4 shadeVideo(ShaderContext context)
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{
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float safeZoom = max(zoom, 0.001);
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float2 sourceUv = (context.uv - 0.5) / safeZoom + 0.5;
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sourceUv -= pan;
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sourceUv = rotateAroundCenter(sourceUv, -rotationDegrees * (PI / 180.0));
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bool inside = false;
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float2 sampledUv = applyEdgeMode(sourceUv, inside);
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if (!inside && edgeMode == 0)
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return outsideColor;
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return sampleVideo(sampledUv);
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}
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