float mirroredCoordinate(float coordinate) { float wrapped = frac(coordinate * 0.5) * 2.0; return wrapped <= 1.0 ? wrapped : 2.0 - wrapped; } float roundedBoxMask(float2 point, float2 halfSize, float radius, float feather) { float2 distanceToEdge = abs(point) - (halfSize - radius); float outsideDistance = length(max(distanceToEdge, float2(0.0, 0.0))) - radius; float insideDistance = min(max(distanceToEdge.x, distanceToEdge.y), 0.0); float signedDistance = outsideDistance + insideDistance; return 1.0 - smoothstep(0.0, max(feather, 0.00001), signedDistance); } float sourceBoundsMask(float2 uv, float2 resolution) { float2 pixel = 1.0 / max(resolution, float2(1.0, 1.0)); float2 feather = pixel * max(sourceEdgeFeather, 0.0); float left = smoothstep(0.0, max(feather.x, 0.00001), uv.x); float right = 1.0 - smoothstep(1.0 - max(feather.x, 0.00001), 1.0, uv.x); float top = smoothstep(0.0, max(feather.y, 0.00001), uv.y); float bottom = 1.0 - smoothstep(1.0 - max(feather.y, 0.00001), 1.0, uv.y); return saturate(left * right * top * bottom); } float2 applyBulge(float2 uv, float2 resolution) { float2 centered = uv * 2.0 - 1.0; float aspect = resolution.x / max(resolution.y, 1.0); float2 aspectCentered = float2(centered.x * aspect, centered.y); float radiusSq = dot(aspectCentered, aspectCentered); float amount = clamp(bulgeAmount, -0.95, 0.95); float scale = 1.0 / max(1.0 + amount * radiusSq, 0.05); return centered * scale / max(zoom, 0.001) * 0.5 + 0.5; } float4 sampleWarped(float2 uv, float2 resolution, out bool insideSource) { insideSource = uv.x >= 0.0 && uv.x <= 1.0 && uv.y >= 0.0 && uv.y <= 1.0; if (edgeMode == 1) return sampleLayerInput(clamp(uv, 0.0, 1.0)); if (edgeMode == 2) return sampleLayerInput(float2(mirroredCoordinate(uv.x), mirroredCoordinate(uv.y))); float edgeMask = sourceBoundsMask(uv, resolution); float4 color = sampleLayerInput(clamp(uv, 0.0, 1.0)); return lerp(outsideColor, color, edgeMask); } float4 shadeVideo(ShaderContext context) { float2 resolution = max(context.outputResolution, float2(1.0, 1.0)); float2 sourceUv = applyBulge(context.uv, resolution); bool insideSource = false; float4 color = sampleWarped(sourceUv, resolution, insideSource); float2 centered = context.uv * 2.0 - 1.0; float feather = max(edgeFeather, 0.0) / min(resolution.x, resolution.y); float screenMask = roundedBoxMask(centered, float2(1.0, 1.0), saturate(edgeRoundness), feather); color = lerp(outsideColor, color, screenMask); float2 aspectCentered = float2(centered.x * resolution.x / max(resolution.y, 1.0), centered.y); float edgeDistance = saturate(length(aspectCentered) * 0.72); float vignette = lerp(1.0, 1.0 - saturate(vignetteAmount), smoothstep(0.35, 1.05, edgeDistance)); color.rgb *= vignette; return saturate(color); }