[EFFECT] Pixel Distort

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  • Pixel Distort

    Performs absolute pixel shifting on underlying data. Download the .cap to see an example. Cannibalized from DistortNormal and Offset.

    The layer with PixelDistort becomes a coordinate array where R,G equals X,Y for picking final color values. Sprite/Canvas dimensions act as a multiplier to distortion values. Only rotations in 90 degrees increments give predictable results.

    *EDIT*

    Updated the shader - functionality is the same, but now for pasting to canvas, Max X distortion and Max Y distortion should just be set to DisplayWidth and DisplayHeight. Also, B and A channel usage has been removed, since the distortion strenght is now relative to the source dimensions.

    // Pixel Distort

    // Q'ba

    // PS 2

    // Shifts BG.RGB values based on FG.RG

    //#CROSS-SAMPLING : changes Tex.xy.

    //#PARAM float xmax 256 : Max X distortion: In pixels. Corresponds to R=255. For pasting into Canvas, set to DisplayWidth.

    float xmax;

    //#PARAM float ymax 256 : Max Y distortion : In pixels. Corresponds to G=255. For pasting into Canvas, set to DisplayHeight.

    float ymax;

    //#PARAM float poff 0.5 : Precission offset : In pixels. Prevents sampling the preceeding/superceeding pixel.

    float poff;

    float pixelWidth;

    float pixelHeight;

    float boxLeft;

    float boxTop;

    // Foreground texture

    texture ForegroundTexture;

    // Background texture

    texture BackgroundTexture;

    // Foreground sampler

    sampler2D foreground = sampler_state {

        Texture = (ForegroundTexture);

        MinFilter = Point;

        MagFilter = Point;

        MipFilter = Point;

    };

    // OriginalTexture sampler

    sampler2D background = sampler_state {

        Texture = (BackgroundTexture);

        MinFilter = Point;

        MagFilter = Point;

        MipFilter = Point;

    };

    // Effect function

    float4 EffectProcess( float2 Tex : TEXCOORD0 ) : COLOR0

    {

         float4 col = tex2D(foreground, Tex.xy);

         {

              Tex.x = boxLeft+pixelWidth*(poff+col.r*xmax);

              Tex.y = boxTop+pixelHeight*(poff+col.g*ymax);

              col = tex2D(background, Tex.xy);

         }

         return col;

    }

    // ConstructEffect

    technique ConstructEffect

    {

        pass p0

        {

            VertexShader = null;

            PixelShader = compile ps_2_0 EffectProcess();

        }

    }

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