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@juliomerisio
Forked from supahfunk/coveruv.glsl
Created January 29, 2024 12:39
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Cover UV / Contain UV
/*------------------------------
Background Cover UV
--------------------------------
u = basic UV
s = screensize
i = image size
------------------------------*/
vec2 CoverUV(vec2 u, vec2 s, vec2 i) {
float rs = s.x / s.y; // Aspect screen size
float ri = i.x / i.y; // Aspect image size
vec2 st = rs < ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x); // New st
vec2 o = (rs < ri ? vec2((st.x - s.x) / 2.0, 0.0) : vec2(0.0, (st.y - s.y) / 2.0)) / st; // Offset
return u * s / st + o;
}
/*------------------------------
Background Contain UV
--------------------------------
u = basic UV
s = screensize
i = image size
------------------------------*/
vec2 ContainUV (vec2 u, vec2 s, vec2 i) {
float rs = s.x / s.y; // Aspect screen size
float ri = i.x / i.y; // Aspect image size
vec2 st = rs > ri ? vec2(i.x * s.y / i.y, s.y) : vec2(s.x, i.y * s.x / i.x); // New st
vec2 o = (rs > ri ? vec2((st.x - s.x) / 2.0, 0.0) : vec2(0.0, (st.y - s.y) / 2.0)) / st; // Offset
return u * s / st + o;
}
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