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https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
a new approach to shadows and normals
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parent
8cbb10f80d
commit
147d5bc55a
94
lib/init.lua
94
lib/init.lua
@ -33,7 +33,8 @@ local light_world = class()
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light_world.blurv = love.graphics.newShader(_PACKAGE.."shaders/blurv.glsl")
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light_world.blurh = love.graphics.newShader(_PACKAGE.."shaders/blurh.glsl")
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light_world.shadowShader = love.graphics.newShader(_PACKAGE.."/shaders/shadow.glsl")
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light_world.normalShader = love.graphics.newShader(_PACKAGE.."shaders/normal.glsl")
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light_world.shineShader = love.graphics.newShader(_PACKAGE.."shaders/shadow.glsl")
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light_world.refractionShader = love.graphics.newShader(_PACKAGE.."shaders/refraction.glsl")
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light_world.reflectionShader = love.graphics.newShader(_PACKAGE.."shaders/reflection.glsl")
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@ -53,8 +54,10 @@ function light_world:init(options)
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self.glowDown = false
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self.normalInvert = false
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self.disableGlow = false
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self.disableMaterial = false
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self.disableMaterial = true
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self.disableNormals = true
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self.disableShadows = false
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self.disableGlow = true
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self.disableReflection = true
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self.disableRefraction = true
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@ -69,15 +72,11 @@ function light_world:refreshScreenSize(w, h)
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self.w, self.h = w, h
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self.render_buffer = love.graphics.newCanvas(w, h)
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self.normal = love.graphics.newCanvas(w, h)
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self.normal2 = love.graphics.newCanvas(w, h)
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self.normalMap = love.graphics.newCanvas(w, h)
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self.shadowMap = love.graphics.newCanvas(w, h)
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self.glowMap = love.graphics.newCanvas(w, h)
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self.glowMap2 = love.graphics.newCanvas(w, h)
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self.refractionMap = love.graphics.newCanvas(w, h)
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self.reflectionMap = love.graphics.newCanvas(w, h)
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self.reflectionMap2 = love.graphics.newCanvas(w, h)
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self.post_shader:refreshScreenSize(w, h)
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end
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@ -98,7 +97,8 @@ function light_world:draw(cb)
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util.drawto(self.render_buffer, self.l, self.t, self.s, function()
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cb( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableMaterial or self:drawMaterial( self.l,self.t,self.w,self.h,self.s)
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self:drawShadows( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableNormals or self:drawNormalShading( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableShadows or self:drawShadows( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableGlow or self:drawGlow( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableRefraction or self:drawRefraction( self.l,self.t,self.w,self.h,self.s)
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_ = self.disableReflection or self:drawReflection( self.l,self.t,self.w,self.h,self.s)
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@ -106,19 +106,15 @@ function light_world:draw(cb)
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self.post_shader:drawWith(self.render_buffer, self.l, self.t, self.s)
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end
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function light_world:drawBlur(blendmode, blur, canvas, canvas2, l, t, w, h, s)
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if blur <= 0 then
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return
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end
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canvas2:clear()
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function light_world:drawBlur(blendmode, blur, canvas, l, t, w, h, s)
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if blur <= 0 then return end
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self.blurv:send("steps", blur)
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self.blurh:send("steps", blur)
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util.drawCanvasToCanvas(canvas, canvas2, {shader = self.blurv, blendmode = blendmode})
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util.drawCanvasToCanvas(canvas2, canvas, {shader = self.blurh, blendmode = blendmode})
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util.process(canvas, {shader = self.blurv, blendmode = blendmode})
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util.process(canvas, {shader = self.blurh, blendmode = blendmode})
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end
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-- draw normal shading
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function light_world:drawShadows(l,t,w,h,s)
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function light_world:drawNormalShading(l,t,w,h,s)
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-- create normal map
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self.normalMap:clear()
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util.drawto(self.normalMap, l, t, s, function()
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@ -128,14 +124,43 @@ function light_world:drawShadows(l,t,w,h,s)
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end
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end
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end)
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self.normal2:clear()
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self.normalShader:send('NormalMap', self.normalMap)
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self.normalShader:send('AmbientColor',{self.ambient[1] / 255,
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self.ambient[2] / 255,
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self.ambient[3] / 255,
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0.2})
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for i = 1, #self.lights do
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local light = self.lights[i]
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if light:isVisible() then
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-- create shadow map for this light
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self.normalShader:send('LightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0, 1})
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self.normalShader:send("LightPos", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0})
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self.normalShader:send('Falloff', {light.glowSize, light.smooth, light.range})
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util.process(self.render_buffer, {
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blendmode = 'additive',
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shader = self.normalShader
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})
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end
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end
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end
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-- draw normal shading
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function light_world:drawShadows(l,t,w,h,s)
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self.shadowMap:clear()
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util.drawto(self.shadowMap, l, t, s, function()
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for i = 1, #self.lights do
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local light = self.lights[i]
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if light:isVisible() then
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self.shineShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0})
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self.shineShader:send("lightPosition", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0})
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self.shineShader:send('lightRange', light.range * s)
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self.shineShader:send("lightSmooth", light.smooth)
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self.shineShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
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self.shineShader:send('AmbientColor',{self.ambient[1] / 255, self.ambient[2] / 255, self.ambient[3] / 255, 0.2})
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util.process(self.shadowMap, {
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blendmode = 'additive',
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shader = self.shineShader,
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istencil = function()
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love.graphics.translate(l, t)
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love.graphics.scale(s)
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for k = 1, #self.bodies do
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if self.bodies[k]:isInLightRange(light) and self.bodies[k]:isVisible() then
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self.bodies[k]:drawShadow(light)
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@ -144,32 +169,13 @@ function light_world:drawShadows(l,t,w,h,s)
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local angle = math.pi - light.angle / 2.0
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love.graphics.setColor(0, 0, 0)
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love.graphics.arc("fill", light.x, light.y, light.range, light.direction - angle, light.direction + angle)
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end)
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-- draw scene for this light using normals and shadowmap
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self.shadowShader:send('shadowMap', self.shadowMap)
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self.shadowShader:send('lightColor', {light.red / 255.0, light.green / 255.0, light.blue / 255.0})
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self.shadowShader:send("lightPosition", {(light.x + l/s) * s, (h/s - (light.y + t/s)) * s, (light.z * 10) / 255.0})
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self.shadowShader:send('lightRange', light.range * s)
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self.shadowShader:send("lightSmooth", light.smooth)
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self.shadowShader:send("lightGlow", {1.0 - light.glowSize, light.glowStrength})
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self.shadowShader:send("invert_normal", self.normalInvert)
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util.drawCanvasToCanvas(self.normalMap, self.normal2, {
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blendmode = 'additive',
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shader = self.shadowShader
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end
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})
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end
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end
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-- add in ambient color
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util.drawCanvasToCanvas(self.normal2, self.normal)
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util.drawto(self.normal, 0, 0, 1, function()
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love.graphics.setBlendMode("additive")
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love.graphics.setColor({self.ambient[1], self.ambient[2], self.ambient[3]})
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love.graphics.rectangle("fill", 0, 0, w,h)
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end)
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light_world:drawBlur("alpha", self.shadowBlur, self.normal, self.normal2, l, t, w, h, s)
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util.drawCanvasToCanvas(self.normal, self.render_buffer, {blendmode = "multiplicative"})
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light_world:drawBlur("alpha", self.shadowBlur, self.shadowMap, l, t, w, h, s)
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util.drawCanvasToCanvas(self.shadowMap, self.render_buffer, {blendmode = "multiplicative"})
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end
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-- draw material
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@ -206,7 +212,7 @@ function light_world:drawGlow(l,t,w,h,s)
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end)
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if has_glow then
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light_world:drawBlur("alpha", self.glowBlur, self.glowMap, self.glowMap2, l, t, w, h, s)
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light_world:drawBlur("alpha", self.glowBlur, self.glowMap, l, t, w, h, s)
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util.drawCanvasToCanvas(self.glowMap, self.render_buffer, {blendmode = "additive"})
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end
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end
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33
lib/shaders/normal.glsl
Normal file
33
lib/shaders/normal.glsl
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@ -0,0 +1,33 @@
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extern Image NormalMap; //normal map
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extern vec3 LightPos; //light position, normalized, div x/res
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extern vec4 LightColor; //light RGBA -- alpha is intensity
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extern vec4 AmbientColor;//ambient RGBA -- alpha is intensity
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extern vec3 Falloff; //attenuation coefficients
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vec4 effect(vec4 vColor, Image u_texture, vec2 vTexCoord, vec2 screen_coords) {
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//RGBA of our diffuse color
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vec4 DiffuseColor = Texel(u_texture, vTexCoord);
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//RGB of our normal map
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vec4 normal = Texel(NormalMap, vTexCoord);
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if(normal.a == 0.0) {
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return vec4(0.0);
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}
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//The delta position of light
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vec3 LightDir = vec3((LightPos.xy - screen_coords.xy)/love_ScreenSize.xy, LightPos.z);
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//Correct for aspect ratio
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LightDir.x *= love_ScreenSize.x / love_ScreenSize.y;
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//Determine distance (used for attenuation) BEFORE we normalize our LightDir
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float D = length(LightDir);
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//normalize our vectors
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vec3 N = normalize(normal.rgb * 2.0 - 1.0);
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vec3 L = normalize(LightDir);
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//Pre-multiply light color with intensity
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//Then perform "N dot L" to determine our diffuse term
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vec3 Diffuse = (LightColor.rgb * LightColor.a) * max(dot(N, L), 0.0);
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//pre-multiply ambient color with intensity
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vec3 Ambient = AmbientColor.rgb * AmbientColor.a;
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float Attenuation = 1.0 / ( Falloff.x + (Falloff.y*D) + (Falloff.z*D*D) );
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vec3 Intensity = Ambient + Diffuse * Attenuation;
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return vec4(DiffuseColor.rgb * Intensity, DiffuseColor.a);
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}
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@ -1,43 +0,0 @@
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/*
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Copyright (c) 2014 Tim Anema
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light shadow, shine and normal shader all in one
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*/
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extern Image shadowMap; //a canvas containing shadow data only
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extern vec3 lightPosition; //the light position on the screen(not global)
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extern vec3 lightColor; //the rgb color of the light
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extern float lightRange; //the range of the light
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extern float lightSmooth; //smoothing of the lights attenuation
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extern vec2 lightGlow = vec2(0.5, 0.5); //how brightly the light bulb part glows
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extern bool invert_normal = false; //if the light should invert normals
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec4 pixelColor = Texel(texture, texture_coords);
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float dist = distance(lightPosition, vec3(pixel_coords, 1.0));
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//if the pixel is within this lights range
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if(dist > lightRange) {
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return vec4(0.0, 0.0, 0.0, 1.0);
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}else{
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//calculater attenuation of light based on the distance
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float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
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// if not on the normal map draw attenuated shadows
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if(pixelColor.a == 0.0) {
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vec3 pixel = lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y;
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//If on the shadow map add the shadow color
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vec4 shadowColor = Texel(shadowMap, texture_coords);
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if(shadowColor.a > 0.0) {
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pixel.rgb = pixel.rgb * shadowColor.rgb;
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}
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return vec4(pixel, 1.0);
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} else {
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//on the normal map, draw normal shadows
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vec3 lightDir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z);
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lightDir.x *= love_ScreenSize.x / love_ScreenSize.y;
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vec3 normal = normalize(vec3(pixelColor.r,(invert_normal ? 1 - pixelColor.g : pixelColor.g), pixelColor.b) * 2.0 - 1.0);
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vec3 diffuse = lightColor * max(dot(normalize(normal), normalize(lightDir)), 0.0);
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//return the light that is effected by the normal and attenuation
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return vec4(diffuse * att, 1.0);
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}
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}
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}
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21
lib/shaders/shine.glsl
Normal file
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lib/shaders/shine.glsl
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/*
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Copyright (c) 2014 Tim Anema
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*/
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extern vec3 lightPosition; //the light position on the screen(not global)
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extern vec3 lightColor; //the rgb color of the light
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extern float lightRange; //the range of the light
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extern float lightSmooth; //smoothing of the lights attenuation
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extern vec2 lightGlow = vec2(0.5, 0.5); //how brightly the light bulb part glows
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extern vec4 AmbientColor; //ambient RGBA -- alpha is intensity
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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float dist = distance(lightPosition, vec3(pixel_coords, 1.0));
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//if the pixel is within this lights range
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//calculater attenuation of light based on the distance
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float att = clamp((1.0 - dist / lightRange) / lightSmooth, 0.0, 1.0);
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// if not on the normal map draw attenuated shadows
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vec3 Ambient = AmbientColor.rgb * AmbientColor.a;
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vec3 pixel = lightColor * pow(att, lightSmooth) + pow(smoothstep(lightGlow.x, 1.0, att), lightSmooth) * lightGlow.y;
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return vec4(Ambient + pixel, 1.0);
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}
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@ -1,5 +1,9 @@
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local util = {}
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function util.process(canvas, options)
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util.drawCanvasToCanvas(canvas, canvas, options)
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end
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function util.drawCanvasToCanvas(canvas, other_canvas, options)
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options = options or {}
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