perspective
Tilt the child in 3D, as if it were a card turned away from the camera.
perspective(slots: {
center: ArgSpec
pan: ArgSpec
tilt: ArgSpec
fov: ArgSpec
zoom: ArgSpec
offset: ArgSpec
}): UvMapSource
Import warps from shaders/std and use warps.perspective.
pan and tilt are the turns in degrees (−90 to 90). fov is the camera's field of view in degrees: wider means stronger perspective. zoom scales the picture (1 is unchanged). center is the pivot and offset shifts the result, both in uv.
Parameters
| Name | Type | Notes |
|---|---|---|
slots | `{ |
center: ArgSpec
pan: ArgSpec
tilt: ArgSpec
fov: ArgSpec
zoom: ArgSpec
offset: ArgSpec
}` | |
Example
map: warps.perspective({center: p('center'), pan: p('pan'), tilt: p('tilt'), fov: p('fov'), zoom: p('zoom'), offset: p('offset')})
See also
cornerPin— Pin the four corners of the child to new positions, with true perspective between them.bend— Curve the child like a bent sheet seen in perspective, so its ends swell or shrink.