2014-10-08 12:55:05 +00:00
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#define glarebasesize 0.896
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#define power 0.50
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extern vec2 outputSize;
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extern float time;
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const vec3 green = vec3(0.17, 0.62, 0.25);
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float luminance(vec3 color)
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{
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return (0.212671 * color.r) + (0.715160 * color.g) + (0.072169 * color.b);
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}
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float scanline(float ypos)
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{
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float c = mod(time * 3.0 + ypos * 5.0, 15.0);
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return 1.0 - smoothstep(0.0, 1.0, c);
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}
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vec4 effect(vec4 vcolor, Image texture, vec2 texcoord, vec2 pixel_coords)
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{
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vec4 texcolor = Texel(texture, texcoord);
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vec4 sum = vec4(0.0);
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vec4 bum = vec4(0.0);
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2014-12-13 21:47:48 +00:00
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vec2 glaresize = vec2(glarebasesize) / love_ScreenSize.xy;
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2014-10-08 12:55:05 +00:00
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float y_one = 1.0 / outputSize.y;
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int j;
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int i;
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for (i = -2; i < 2; i++)
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{
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for (j = -1; j < 1; j++)
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{
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sum += Texel(texture, texcoord + vec2(-i, j)*glaresize) * power;
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bum += Texel(texture, texcoord + vec2(j, i)*glaresize) * power;
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}
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}
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float a = (scanline(texcoord.y) + scanline(texcoord.y + y_one * 1.5) + scanline(texcoord.y - y_one * 1.5)) / 3.0;
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vec4 finalcolor;
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if (texcolor.r < 2.0)
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{
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finalcolor = sum*sum*sum*0.001+bum*bum*bum*0.0080 * (0.8 + 0.05 * a) + texcolor;
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}
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else
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{
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finalcolor = vec4(0.0, 0.0, 0.0, 1.0);
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}
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float lum = pow(luminance(finalcolor.rgb), 1.4);
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finalcolor.rgb = lum * green + (a * 0.03);
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finalcolor.a = 1.0;
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return finalcolor;
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}
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