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This is a pixel shader I made for Schrodinger, which deforms a texture to the shape of any convex quadrilateral. It's similar to Werbad's 3D shader, but doesn't require that any two edges be parallel.
Very nice job! I was never able to figure out the math for this. The Internet was pretty useless because it gave me huge sources that were way too complicated for a shader. I'm amazed that it's so simple after all.
EDIT: Ooh, I thought that's perspective transformation. Whoops! I'm not AS impressed then
Thanks I don't really understand the maths behind it myself, but I eventually found a couple of code examples online that could be combined easily enough in a shader.
I've also made a slightly improved version, which now includes all the features from Werbad's 3D shader (incl. texture offsets and lighting effect).
Just give the image an alpha channel and a 1-pixel border, and you're all set, copperbob, though do note that it's not exactly the best smoothing ever, unless you also make the edges a bit semi-transparent.