You got that right, the mesh rendered by the vertex shader can be distorted in the xy-plane by variables zoom, rot, warp, dx, dy and zoom. The quantity of zoom can be made dependant of the distance from the center screeen using the "zoom exponent".
However, you can alternatively code this directly into the per vertex section, which is much more flexible as you can make zoom depend on x and y as you like, not only on the distance from the center.
That said, why would you bother with vertex shaders in the first place ? I have made quite a few presets and never bothered about vertex shaders, as you can enter your code directly in the pixel shader which calculates pixelwise, not interpolated over a mesh.
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