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0 votes

I am trying to make a shader to warp an image in godot, but I only seem to create uniform skews and all tutorials just show me how to make things wiggle. How can I make the can accomplish what I have in the image below?
enter image description here

Godot version 3.2.3
in Engine by (29 points)

Please provide the links used and your shader code. Guess that makes answering and learning way nicer :-)

shader_type canvas_item;
render_mode blend_mix;

uniform float heightOffset = 0.3;
uniform float playerSpeed = 0;

void vertex() {
    VERTEX.x += max(0.0, (1.0-UV.y) - heightOffset) * (playerSpeed / 12.0);
    VERTEX.y += max(0.0, (UV.x / 2.5) - heightOffset) * (playerSpeed / 12.0);
}

Any progress? Is my answer helping?

1 Answer

0 votes

We have to displace the vertices in pixels.

Having a MeshInstance2D (100,100) in size I got this to work when subdivide (10,10) enough to remove the triangle wiggles.

MeshInstance2D, Sprite, Distorted sprite

shader_type canvas_item;

// naming in UV system _x_y
uniform vec2 offset_0_0 = vec2(0.0, 0.0);
uniform vec2 offset_0_1 = vec2(0.0, 0.0);
uniform vec2 offset_1_0 = vec2(0.0, 0.0);
uniform vec2 offset_1_1 = vec2(0.0, 0.0);

vec2 sample_point(vec2 point) {
    // Corners for UV.y == 0
    vec2 p_0_0 = vec2(0,0) - offset_0_0;
    vec2 p_1_0 = vec2(1,0) - offset_1_0;
    // Get point along line UV.y == 0
    vec2 d_x_0 = p_0_0 + (p_1_0 - p_0_0) * point.x;

    // Corners for UV.y == 1.0
    vec2 p_0_1 = vec2(0, 1) - offset_0_1;
    vec2 p_1_1 = vec2(1, 1) - offset_1_1;
    // Get point along line UV.y == 1
    vec2 d_x_1 = p_0_1 + (p_1_1 - p_0_1) * point.x;
    // Get point for given UV.y
    return d_x_0 + (d_x_1 - d_x_0) * point.y;
}

void fragment() {
    //COLOR = vec4(UV.x, UV.y, .0, 1.0);
    //COLOR = texture(TEXTURE, UV);
    //COLOR = texture(TEXTURE, sample_point(UV));
}

void vertex() {
    VERTEX += sample_point(UV);
}

I've kept the fragment code as we can distort using fragment() only. This requires to comment out the vertex call and scale offsets in range [0,1]

Using a sprite does not work as that has 2 triangles for its quad so there is big distortion. For that to work I guess sample_point must be split into _fragment and _vertex variant.

Quad aka 2 Triagles

by (646 points)
edited by

I can't find a way to use PlaneMesh in MeshInstance2D since the default orientation of plane mesh is along X and Z axis.

And QuadMesh doesn't provide a subdivision option.

What is the solution for 2D?

Instead of performing lots of subdivisions (which can be slow), it may be better to use a perspective-correct sprite shader: https://godotshaders.com/shader/sprite-perspective-correection/

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