diff --git a/examples/complex.lua b/examples/complex.lua index b21d7e1..c664d9d 100644 --- a/examples/complex.lua +++ b/examples/complex.lua @@ -32,7 +32,7 @@ function initScene() end function love.load() - love.graphics.setBackgroundColor(0, 0, 0) + love.graphics.setBackgroundColor(0, 0, 0) love.graphics.setDefaultFilter("nearest", "nearest") -- load image font @@ -367,19 +367,17 @@ function drawBackground(l,t,w,h) end function drawForground(l,t,w,h) - for i = 1, phyCnt do - math.randomseed(i) - love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255)) - if phyLight[i]:getType() == "polygon" then - love.graphics.polygon("fill", phyLight[i]:getPoints()) - elseif phyLight[i]:getType() == "circle" then - love.graphics.circle("fill", phyLight[i]:getX(), phyLight[i]:getY(), phyLight[i]:getRadius()) - end - end - love.graphics.setBlendMode("alpha") for i = 1, phyCnt do - if phyLight[i]:getType() == "image" then + if phyLight[i]:getType() == "polygon" then + math.randomseed(i) + love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255)) + love.graphics.polygon("fill", phyLight[i]:getPoints()) + elseif phyLight[i]:getType() == "circle" then + math.randomseed(i) + love.graphics.setColor(math.random(0, 255), math.random(0, 255), math.random(0, 255)) + love.graphics.circle("fill", phyLight[i]:getX(), phyLight[i]:getY(), phyLight[i]:getRadius()) + elseif phyLight[i]:getType() == "image" then if normalOn and phyLight[i].normal then love.graphics.setColor(255, 255, 255) love.graphics.draw(phyLight[i].normal, phyLight[i].x - phyLight[i].nx, phyLight[i].y - phyLight[i].ny) @@ -390,10 +388,6 @@ function drawForground(l,t,w,h) end end end - - if not normalOn then - lightWorld:drawMaterial(l,t,w,h) - end end function love.mousepressed(x, y, c) @@ -415,7 +409,12 @@ function love.mousepressed(x, y, c) -- add rectangle math.randomseed(love.timer.getTime()) phyCnt = phyCnt + 1 - phyLight[phyCnt] = lightWorld:newPolygon() + phyLight[phyCnt] = lightWorld:newPolygon({ + x, y, + x+16, y, + x+16, y+16, + x, y+16 + }) phyBody[phyCnt] = love.physics.newBody(physicWorld, x, y, "dynamic") phyShape[phyCnt] = love.physics.newRectangleShape(0, 0, math.random(32, 64), math.random(32, 64)) phyFixture[phyCnt] = love.physics.newFixture(phyBody[phyCnt], phyShape[phyCnt]) diff --git a/examples/short.lua b/examples/short.lua index 5407238..b9577e1 100644 --- a/examples/short.lua +++ b/examples/short.lua @@ -3,6 +3,7 @@ local gamera = require "vendor/gamera" local LightWorld = require "lib/light_world" function love.load() + testShader = 0 scale = 1 camera = gamera.new(0,0,2000,2000) -- load images @@ -14,10 +15,11 @@ function love.load() -- create light world lightWorld = LightWorld({ drawBackground = drawBackground, - drawForground = drawForground + drawForground = drawForground, + ambient = {15,15,15}, + refractionStrength = 32.0, + reflectionVisibility = 0.75, }) - lightWorld:setAmbientColor(15, 15, 31) - lightWorld:setRefractionStrength(32.0) -- create light lightMouse = lightWorld:newLight(0, 0, 255, 127, 63, 300) @@ -37,6 +39,26 @@ function love.load() objectTest:setReflection(true) end +function love.keypressed(k) + if k == "1" then + lightWorld.post_shader:toggleEffect("4colors", {15, 56, 15}, {48, 98, 48}, {139, 172, 15}, {155, 188, 15}) + elseif k == "2" then + lightWorld.post_shader:toggleEffect("monochrome") + elseif k == "3" then + lightWorld.post_shader:toggleEffect("scanlines") + elseif k == "4" then + lightWorld.post_shader:toggleEffect("tiltshift", 4.0) + elseif k == "5" then + lightWorld.post_shader:toggleEffect("bloom", 2.0, 0.25) + elseif k == "6" then + lightWorld.post_shader:toggleEffect("blur", 2.0, 2.0) + --lightWorld.post_shader:addEffect("chromatic", math.sin(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * colorAberration, math.sin(lightDirection * 10.0) * -colorAberration, math.sin(lightDirection * 10.0) * colorAberration, math.cos(lightDirection * 10.0) * -colorAberration) + elseif k == "7" then + testShader = testShader + 1 + lightWorld.post_shader:addEffect("test", testShader) + end +end + function love.update(dt) love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")") diff --git a/lib/body.lua b/lib/body.lua index 7d62ac8..dda4e26 100644 --- a/lib/body.lua +++ b/lib/body.lua @@ -363,6 +363,7 @@ function body:setShadowType(type, ...) self:refresh() elseif self.shadowType == "polygon" then self.data = args or {0, 0, 0, 0, 0, 0} + print(self.data) elseif self.shadowType == "image" then if self.img then self.width = self.imgWidth diff --git a/lib/light.lua b/lib/light.lua index a4b6d46..4279ed4 100644 --- a/lib/light.lua +++ b/lib/light.lua @@ -23,11 +23,12 @@ function light:init(x, y, r, g, b, range) self.glowSize = 0.1 self.glowStrength = 0.0 self.visible = true - self:refresh(1) + self:refresh() end -function light:refresh(scale) - local w, h = love.window.getWidth(), love.window.getHeight() +function light:refresh(w, h) + w, h = w or love.window.getWidth(), h or love.window.getHeight() + self.shadow = love.graphics.newCanvas(w, h) self.shine = love.graphics.newCanvas(w, h) end diff --git a/lib/light_world.lua b/lib/light_world.lua index 956fa7b..dd700f7 100644 --- a/lib/light_world.lua +++ b/lib/light_world.lua @@ -59,7 +59,7 @@ function light_world:init(options) options = options or {} for k, v in pairs(options) do self[k] = v end - self:refreshScreenSize(1) + self:refreshScreenSize() end function light_world:drawBlur(blendmode, blur, canvas, canvas2, l, t, w, h) @@ -209,9 +209,9 @@ function light_world:updateRelfection(l,t,w,h) love.graphics.setCanvas(self.render_buffer) end -function light_world:refreshScreenSize(scale) - local w, h = love.window.getWidth(), love.window.getHeight() - self.scale = scale +function light_world:refreshScreenSize(w, h) + w, h = w or love.window.getWidth(), h or love.window.getHeight() + self.render_buffer = love.graphics.newCanvas(w, h) self.shadow = love.graphics.newCanvas(w, h) self.shadow2 = love.graphics.newCanvas(w, h) @@ -233,15 +233,18 @@ function light_world:refreshScreenSize(scale) self.reflectionShader:send("screen", {w, h}) for i = 1, #self.lights do - self.lights[i]:refresh(scale) + self.lights[i]:refresh(w, h) end + + self.post_shader:refreshScreenSize(w, h) end function light_world:draw(l,t,w,h,s) l,t,w,h,s = (l or 0), (t or 0), (w or love.graphics.getWidth()), (h or love.graphics.getHeight()), s or 1 if s ~= self.scale then - --self:refreshScreenSize(s) + --self:refreshScreenSize(w, h) + self.scale = scale end local last_buffer = love.graphics.getCanvas() @@ -253,6 +256,7 @@ function light_world:draw(l,t,w,h,s) self.drawBackground( sl,st,sw,sh,s) self:drawShadow( sl,st,sw,sh,s) self.drawForground( sl,st,sw,sh,s) + self:drawMaterial( sl,st,sw,sh,s) self:drawShine( sl,st,sw,sh,s) self:drawPixelShadow( sl,st,sw,sh,s) self:drawGlow( sl,st,sw,sh,s) @@ -260,7 +264,7 @@ function light_world:draw(l,t,w,h,s) self:drawReflection( sl,st,sw,sh,s) love.graphics.pop() - self.post_shader:drawWith(self.render_buffer, l, t) + self.post_shader:drawWith(self.render_buffer, l, t, s) end -- draw shadow diff --git a/lib/postshader.lua b/lib/postshader.lua index 0d28133..2352429 100644 --- a/lib/postshader.lua +++ b/lib/postshader.lua @@ -27,25 +27,30 @@ local class = require(_PACKAGE..'/class') local post_shader = class() post_shader.blurv = love.graphics.newShader(_PACKAGE.."/shaders/blurv.glsl") post_shader.blurh = love.graphics.newShader(_PACKAGE.."/shaders/blurh.glsl") -post_shader.contrast = love.graphics.newShader(_PACKAGE.."/shaders/contrast.glsl") -post_shader.chromatic_aberration = love.graphics.newShader(_PACKAGE.."/shaders/chromatic_aberration.glsl") -post_shader.four_color = love.graphics.newShader(_PACKAGE.."/shaders/four_colors.glsl") -post_shader.monochrome = love.graphics.newShader(_PACKAGE.."/shaders/monochrome.glsl") -post_shader.scanlines = love.graphics.newShader(_PACKAGE.."/shaders/scanlines.glsl") -post_shader.tilt_shift = love.graphics.newShader(_PACKAGE.."/shaders/tilt_shift.glsl") +post_shader.contrast = love.graphics.newShader(_PACKAGE.."/shaders/postshaders/contrast.glsl") +post_shader.chromatic_aberration = love.graphics.newShader(_PACKAGE.."/shaders/postshaders/chromatic_aberration.glsl") +post_shader.four_color = love.graphics.newShader(_PACKAGE.."/shaders/postshaders/four_colors.glsl") +post_shader.monochrome = love.graphics.newShader(_PACKAGE.."/shaders/postshaders/monochrome.glsl") +post_shader.scanlines = love.graphics.newShader(_PACKAGE.."/shaders/postshaders/scanlines.glsl") +post_shader.tilt_shift = love.graphics.newShader(_PACKAGE.."/shaders/postshaders/tilt_shift.glsl") function post_shader:init() self:refreshScreenSize() self.effects = {} end -function post_shader:refreshScreenSize() - self.render_buffer = love.graphics.newCanvas() - self.back_buffer = love.graphics.newCanvas() +function post_shader:refreshScreenSize(w, h) + w, h = w or love.window.getWidth(), h or love.window.getHeight() - post_shader.blurv:send("screen", {love.window.getWidth(), love.window.getHeight()}) - post_shader.blurh:send("screen", {love.window.getWidth(), love.window.getHeight()}) - post_shader.scanlines:send("screen", {love.window.getWidth(), love.window.getHeight()}) + self.render_buffer = love.graphics.newCanvas(w, h) + self.back_buffer = love.graphics.newCanvas(w, h) + + post_shader.blurv:send("screen", {w, h}) + post_shader.blurh:send("screen", {w, h}) + post_shader.scanlines:send("screen", {w, h}) + + self.w = w + self.h = h end function post_shader:addEffect(shaderName, ...) @@ -80,6 +85,8 @@ function post_shader:drawWith(canvas, l, t) self:drawScanlines(canvas, args) elseif shader == "tiltshift" then self:drawTiltshift(canvas, args) + elseif shader == "test" then + self:drawTest(canvas, args) end end @@ -232,4 +239,50 @@ function post_shader:drawTiltshift(canvas, args) love.graphics.draw(self.back_buffer) end +local files = love.filesystem.getDirectoryItems(_PACKAGE.."/shaders/postshaders/test") +local testShaders = {} + +for i,v in ipairs(files) do + local name = _PACKAGE.."/shaders/postshaders/test".."/"..v + if love.filesystem.isFile(name) then + local str = love.filesystem.read(name) + local effect = love.graphics.newShader(name) + local defs = {} + for vtype, extern in str:gmatch("extern (%w+) (%w+)") do + defs[extern] = true + end + testShaders[#testShaders+1] = {effect, defs, name} + end +end + +function post_shader:drawTest(canvas, args) + local w, h = love.graphics.getWidth(), love.graphics.getHeight() + local scale = 1 + local defaults = { + textureSize = {w, h}, + inputSize = {w, h}, + outputSize = {w, h}, + time = love.timer.getTime() + } + + love.graphics.setCanvas(self.back_buffer) + love.graphics.setBlendMode("alpha") + + local effect = testShaders[args[1]] + for def in pairs(effect[2]) do + if defaults[def] then + effect[1]:send(def, defaults[def]) + end + end + print(effect[3]) + love.graphics.setShader(effect[1]) + love.graphics.draw(canvas) + + love.graphics.setBlendMode("alpha") + love.graphics.setCanvas(canvas) + love.graphics.setShader() + love.graphics.setColor(255, 255, 255) + love.graphics.draw(self.back_buffer) +end + return post_shader diff --git a/lib/shaders/chromatic_aberration.glsl b/lib/shaders/postshaders/chromatic_aberration.glsl similarity index 100% rename from lib/shaders/chromatic_aberration.glsl rename to lib/shaders/postshaders/chromatic_aberration.glsl diff --git a/lib/shaders/contrast.glsl b/lib/shaders/postshaders/contrast.glsl similarity index 100% rename from lib/shaders/contrast.glsl rename to lib/shaders/postshaders/contrast.glsl diff --git a/lib/shaders/four_colors.glsl b/lib/shaders/postshaders/four_colors.glsl similarity index 100% rename from lib/shaders/four_colors.glsl rename to lib/shaders/postshaders/four_colors.glsl diff --git a/lib/shaders/monochrome.glsl b/lib/shaders/postshaders/monochrome.glsl similarity index 100% rename from lib/shaders/monochrome.glsl rename to lib/shaders/postshaders/monochrome.glsl diff --git a/lib/shaders/scanlines.glsl b/lib/shaders/postshaders/scanlines.glsl similarity index 95% rename from lib/shaders/scanlines.glsl rename to lib/shaders/postshaders/scanlines.glsl index 72b68ec..2e4582a 100644 --- a/lib/shaders/scanlines.glsl +++ b/lib/shaders/postshaders/scanlines.glsl @@ -25,7 +25,7 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){ float green = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y - pSize.y * 0.5)).g; float blue = Texel(texture, vec2(texture_coords.x + offsetX, texture_coords.y)).b; - if(mod(texture_coords.y * screen.y, 2.0) > 0.5) { + if(fract(gl_FragCoord.y * (0.5*4.0/3.0)) > 0.5) { return vec4(vec3(red, green, blue) * brightness, 1.0); } else { return vec4(vec3(red * 0.75, green * 0.75, blue * 0.75) * brightness, 1.0); diff --git a/lib/shaders/postshaders/test/HDR-TV.frag b/lib/shaders/postshaders/test/HDR-TV.frag new file mode 100644 index 0000000..0bfcc90 --- /dev/null +++ b/lib/shaders/postshaders/test/HDR-TV.frag @@ -0,0 +1,9 @@ +vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) +{ + vec4 rgb = Texel(texture, texture_coords); + vec4 intens = smoothstep(0.2,0.8,rgb) + normalize(vec4(rgb.xyz, 1.0)); + + if (fract(pixel_coords.y * 0.5) > 0.5) intens = rgb * 0.8; + intens.a = 1.0; + return intens; +} diff --git a/lib/shaders/postshaders/test/black_and_white.frag b/lib/shaders/postshaders/test/black_and_white.frag new file mode 100644 index 0000000..57093f6 --- /dev/null +++ b/lib/shaders/postshaders/test/black_and_white.frag @@ -0,0 +1,24 @@ +extern float exposure = 0.7; +extern float brightness = 1.0; +extern vec3 lumacomponents = vec3(1.0, 1.0, 1.0); + + +// luma +//const vec3 lumcoeff = vec3(0.299,0.587,0.114); +const vec3 lumcoeff = vec3(0.212671, 0.715160, 0.072169); + +vec4 effect(vec4 vcolor, Image texture, vec2 texcoord, vec2 pixel_coords) +{ + vec4 input0 = Texel(texture, texcoord); + + //exposure knee + input0 *= (exp2(input0)*vec4(exposure)); + + vec4 lumacomponents = vec4(lumcoeff * lumacomponents, 0.0 ); + + float luminance = dot(input0,lumacomponents); + + vec4 luma = vec4(luminance); + + return vec4(luma.rgb * brightness, 1.0); +} diff --git a/lib/shaders/postshaders/test/curvature.frag b/lib/shaders/postshaders/test/curvature.frag new file mode 100644 index 0000000..8f9a942 --- /dev/null +++ b/lib/shaders/postshaders/test/curvature.frag @@ -0,0 +1,88 @@ +extern vec2 inputSize; +extern vec2 textureSize; + + +#define distortion 0.2 + +/* +#define f 0.6 +#define ox 0.5 +#define oy 0.5 +#define scale 0.8 +#define k1 0.7 +#define k2 -0.5 + +vec2 barrelDistort(vec2 coord) +{ + vec2 xy = (coord - vec2(ox, oy))/vec2(f) * scale; + + vec2 r = vec2(sqrt(dot(xy, xy))); + + float r2 = float(r*r); + + float r4 = r2*r2; + + float coeff = (k1*r2 + k2*r4); + + return ((xy+xy*coeff) * f) + vec2(ox, oy); +} +*/ +vec2 radialDistortion(vec2 coord, const vec2 ratio) +{ + float offsety = 1.0 - ratio.y; + coord.y -= offsety; + coord /= ratio; + + vec2 cc = coord - 0.5; + float dist = dot(cc, cc) * distortion; + vec2 result = coord + cc * (1.0 + dist) * dist; + + result *= ratio; + result.y += offsety; + + return result; +} +/* +vec4 checkTexelBounds(Image texture, vec2 coords, vec2 bounds) +{ + vec4 color = Texel(texture, coords) * + + vec2 ss = step(coords, vec2(bounds.x, 1.0)) * step(vec2(0.0, bounds.y), coords); + + color.rgb *= ss.x * ss.y; + color.a = step(color.a, ss.x * ss.y); + + return color; +}*/ + +vec4 checkTexelBounds(Image texture, vec2 coords, vec2 bounds) +{ + vec2 ss = step(coords, vec2(bounds.x, 1.0)) * step(vec2(0.0, bounds.y), coords); + return Texel(texture, coords) * ss.x * ss.y; +} + +/* +vec4 checkTexelBounds(Image texture, vec2 coords) +{ + vec2 bounds = vec2(inputSize.x / textureSize.x, 1.0 - inputSize.y / textureSize.y); + + vec4 color; + if (coords.x > bounds.x || coords.x < 0.0 || coords.y > 1.0 || coords.y < bounds.y) + color = vec4(0.0, 0.0, 0.0, 1.0); + else + color = Texel(texture, coords); + + return color; +} +*/ + +vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) +{ + vec2 coords = radialDistortion(texture_coords, inputSize / textureSize); + + vec4 texcolor = checkTexelBounds(texture, coords, vec2(inputSize.x / textureSize.x, 1.0 - inputSize.y / textureSize.y)); + texcolor.a = 1.0; + + return texcolor; +} + diff --git a/lib/shaders/postshaders/test/edges.frag b/lib/shaders/postshaders/test/edges.frag new file mode 100644 index 0000000..3fcf360 --- /dev/null +++ b/lib/shaders/postshaders/test/edges.frag @@ -0,0 +1,42 @@ +/* + Edge shader + Author: Themaister + License: Public domain. + + modified by slime73 for use with love2d and mari0 +*/ + + +extern vec2 textureSize; + +vec3 grayscale(vec3 color) +{ + return vec3(dot(color, vec3(0.3, 0.59, 0.11))); +} + +vec4 effect(vec4 vcolor, Image texture, vec2 tex, vec2 pixel_coords) +{ + vec4 texcolor = Texel(texture, tex); + + float x = 0.5 / textureSize.x; + float y = 0.5 / textureSize.y; + vec2 dg1 = vec2( x, y); + vec2 dg2 = vec2(-x, y); + + vec3 c00 = Texel(texture, tex - dg1).xyz; + vec3 c02 = Texel(texture, tex + dg2).xyz; + vec3 c11 = texcolor.xyz; + vec3 c20 = Texel(texture, tex - dg2).xyz; + vec3 c22 = Texel(texture, tex + dg1).xyz; + + vec2 texsize = textureSize; + + vec3 first = mix(c00, c20, fract(tex.x * texsize.x + 0.5)); + vec3 second = mix(c02, c22, fract(tex.x * texsize.x + 0.5)); + + vec3 res = mix(first, second, fract(tex.y * texsize.y + 0.5)); + vec4 final = vec4(5.0 * grayscale(abs(res - c11)), 1.0); + return clamp(final, 0.0, 1.0); +} + + diff --git a/lib/shaders/postshaders/test/phosphor.frag b/lib/shaders/postshaders/test/phosphor.frag new file mode 100644 index 0000000..f505d27 --- /dev/null +++ b/lib/shaders/postshaders/test/phosphor.frag @@ -0,0 +1,159 @@ +/* + caligari's scanlines + + Copyright (C) 2011 caligari + + This program is free software; you can redistribute it and/or modify it + under the terms of the GNU General Public License as published by the Free + Software Foundation; either version 2 of the License, or (at your option) + any later version. + + (caligari gave their consent to have this shader distributed under the GPL + in this message: + + http://board.byuu.org/viewtopic.php?p=36219#p36219 + + "As I said to Hyllian by PM, I'm fine with the GPL (not really a bi + deal...)" + ) +*/ + +extern vec2 textureSize; + + +// 0.5 = the spot stays inside the original pixel +// 1.0 = the spot bleeds up to the center of next pixel +#define PHOSPHOR_WIDTH 0.9 +#define PHOSPHOR_HEIGHT 0.65 + +// Used to counteract the desaturation effect of weighting. +#define COLOR_BOOST 1.9 + +// Constants used with gamma correction. +#define InputGamma 2.4 +#define OutputGamma 2.2 + +// Uncomment to only draw every third pixel, which highlights the shape +// of individual (remaining) spots. +// #define DEBUG + +// Uncomment one of these to choose a gamma correction method. +// If none are uncommented, no gamma correction is done. +// #define REAL_GAMMA +#define FAKE_GAMMA +// #define FAKER_GAMMA + +#ifdef REAL_GAMMA +#define GAMMA_IN(color) pow(color, vec4(InputGamma)) +#define GAMMA_OUT(color) pow(color, vec4(1.0 / OutputGamma)) + +#elif defined FAKE_GAMMA +/* + * Approximations: + * for 1 PHOSPHOR_WIDTH, + * this pixel doesn't contribute + * otherwise, smoothstep gives the + * weight of the contribution + */ + hweight = smoothstep( + 1.0, 0.0, + abs((posx + centers - vec3(i)) + / vec3(PHOSPHOR_WIDTH)) + ); + color.rgb += + pixel.rgb * + hweight * + vec3(vweight); + } + } + } + + color *= vec4(COLOR_BOOST); + color.a = 1.0; + + return clamp(GAMMA_OUT(color), 0.0, 1.0); +} diff --git a/lib/shaders/postshaders/test/phosphorish.frag b/lib/shaders/postshaders/test/phosphorish.frag new file mode 100644 index 0000000..719c5cb --- /dev/null +++ b/lib/shaders/postshaders/test/phosphorish.frag @@ -0,0 +1,48 @@ +/* + Plain (and obviously inaccurate) phosphor. + Author: Themaister + License: Public Domain +*/ +// modified by slime73 for use with love pixeleffects + + +extern vec2 textureSize; + +vec3 to_focus(float pixel) +{ + pixel = mod(pixel + 3.0, 3.0); + if (pixel >= 2.0) // Blue + return vec3(pixel - 2.0, 0.0, 3.0 - pixel); + else if (pixel >= 1.0) // Green + return vec3(0.0, 2.0 - pixel, pixel - 1.0); + else // Red + return vec3(1.0 - pixel, pixel, 0.0); +} + +vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords) +{ + float y = mod(texture_coords.y * textureSize.y, 1.0); + float intensity = exp(-0.2 * y); + + vec2 one_x = vec2(1.0 / (3.0 * textureSize.x), 0.0); + + vec3 color = Texel(texture, texture_coords - 0.0 * one_x).rgb; + vec3 color_prev = Texel(texture, texture_coords - 1.0 * one_x).rgb; + vec3 color_prev_prev = Texel(texture, texture_coords - 2.0 * one_x).rgb; + + float pixel_x = 3.0 * texture_coords.x * textureSize.x; + + vec3 focus = to_focus(pixel_x - 0.0); + vec3 focus_prev = to_focus(pixel_x - 1.0); + vec3 focus_prev_prev = to_focus(pixel_x - 2.0); + + vec3 result = + 0.8 * color * focus + + 0.6 * color_prev * focus_prev + + 0.3 * color_prev_prev * focus_prev_prev; + + result = 2.3 * pow(result, vec3(1.4)); + + return vec4(intensity * result, 1.0); +} + diff --git a/lib/shaders/postshaders/test/pip.frag b/lib/shaders/postshaders/test/pip.frag new file mode 100644 index 0000000..42ab20b --- /dev/null +++ b/lib/shaders/postshaders/test/pip.frag @@ -0,0 +1,66 @@ +#define glarebasesize 0.896 +#define power 0.50 + +extern vec2 textureSize; +extern vec2 outputSize; + +extern float time; + +const vec3 green = vec3(0.17, 0.62, 0.25); + +float luminance(vec3 color) +{ + return (0.212671 * color.r) + (0.715160 * color.g) + (0.072169 * color.b); +} + +float scanline(float ypos) +{ + + float c = mod(time * 3.0 + ypos * 5.0, 15.0); + return 1.0 - smoothstep(0.0, 1.0, c); +} + +vec4 effect(vec4 vcolor, Image texture, vec2 texcoord, vec2 pixel_coords) +{ + vec4 texcolor = Texel(texture, texcoord); + + vec4 sum = vec4(0.0); + vec4 bum = vec4(0.0); + + vec2 glaresize = vec2(glarebasesize) / textureSize; + + float y_one = 1.0 / outputSize.y; + + int j; + int i; + + for (i = -2; i < 2; i++) + { + for (j = -1; j < 1; j++) + { + sum += Texel(texture, texcoord + vec2(-i, j)*glaresize) * power; + bum += Texel(texture, texcoord + vec2(j, i)*glaresize) * power; + } + } + + float a = (scanline(texcoord.y) + scanline(texcoord.y + y_one * 1.5) + scanline(texcoord.y - y_one * 1.5)) / 3.0; + + vec4 finalcolor; + + if (texcolor.r < 2.0) + { + finalcolor = sum*sum*sum*0.001+bum*bum*bum*0.0080 * (0.8 + 0.05 * a) + texcolor; + } + else + { + finalcolor = vec4(0.0, 0.0, 0.0, 1.0); + } + + float lum = pow(luminance(finalcolor.rgb), 1.4); + + finalcolor.rgb = lum * green + (a * 0.03); + finalcolor.a = 1.0; + + return finalcolor; +} + diff --git a/lib/shaders/postshaders/test/pixellate.frag b/lib/shaders/postshaders/test/pixellate.frag new file mode 100644 index 0000000..40f78e0 --- /dev/null +++ b/lib/shaders/postshaders/test/pixellate.frag @@ -0,0 +1,13 @@ + +extern vec2 textureSize; + +const float pixel_w = 2.0; +const float pixel_h = 2.0; + +vec4 effect(vec4 vcolor, Image texture, vec2 uv, vec2 pixel_coords) +{ + float dx = pixel_w*(1.0/textureSize.x); + float dy = pixel_h*(1.0/textureSize.y); + vec2 coord = vec2(dx*floor(uv.x/dx), dy*floor(uv.y/dy)); + return Texel(texture, coord); +} diff --git a/lib/shaders/postshaders/test/radialblur.frag b/lib/shaders/postshaders/test/radialblur.frag new file mode 100644 index 0000000..d47766e --- /dev/null +++ b/lib/shaders/postshaders/test/radialblur.frag @@ -0,0 +1,21 @@ +#define nsamples 5 + +extern number blurstart = 1.0; // 0 to 1 +extern number blurwidth = -0.02; // -1 to 1 + + +vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords) +{ + vec4 c = vec4(0.0, 0.0, 0.0, 1.0); + + int i; + for (i = 0; i < nsamples; i++) + { + number scale = blurstart + blurwidth * (i / float(nsamples-1)); + c.rgb += Texel(texture, texture_coords * scale).rgb; + } + + c.rgb /= nsamples; + + return c; +} diff --git a/lib/shaders/postshaders/test/waterpaint.frag b/lib/shaders/postshaders/test/waterpaint.frag new file mode 100644 index 0000000..5461eb8 --- /dev/null +++ b/lib/shaders/postshaders/test/waterpaint.frag @@ -0,0 +1,57 @@ +/* + Themaister's Waterpaint shader + + Placed in the public domain. + + (From this thread: http://board.byuu.org/viewtopic.php?p=30483#p30483 + PD declaration here: http://board.byuu.org/viewtopic.php?p=30542#p30542 ) + + modified by slime73 for use with love2d and mari0 +*/ + + +vec4 compress(vec4 in_color, float threshold, float ratio) +{ + vec4 diff = in_color - vec4(threshold); + diff = clamp(diff, 0.0, 100.0); + return in_color - (diff * (1.0 - 1.0/ratio)); +} + +extern vec2 textureSize; + +vec4 effect(vec4 vcolor, Image texture, vec2 tex, vec2 pixel_coords) +{ + float x = 0.5 * (1.0 / textureSize.x); + float y = 0.5 * (1.0 / textureSize.y); + + vec2 dg1 = vec2( x, y); + vec2 dg2 = vec2(-x, y); + vec2 dx = vec2(x, 0.0); + vec2 dy = vec2(0.0, y); + + vec3 c00 = Texel(texture, tex - dg1).xyz; + vec3 c01 = Texel(texture, tex - dx).xyz; + vec3 c02 = Texel(texture, tex + dg2).xyz; + vec3 c10 = Texel(texture, tex - dy).xyz; + vec3 c11 = Texel(texture, tex).xyz; + vec3 c12 = Texel(texture, tex + dy).xyz; + vec3 c20 = Texel(texture, tex - dg2).xyz; + vec3 c21 = Texel(texture, tex + dx).xyz; + vec3 c22 = Texel(texture, tex + dg1).xyz; + + vec2 texsize = textureSize; + + vec3 first = mix(c00, c20, fract(tex.x * texsize.x + 0.5)); + vec3 second = mix(c02, c22, fract(tex.x * texsize.x + 0.5)); + + vec3 mid_horiz = mix(c01, c21, fract(tex.x * texsize.x + 0.5)); + vec3 mid_vert = mix(c10, c12, fract(tex.y * texsize.y + 0.5)); + + vec3 res = mix(first, second, fract(tex.y * texsize.y + 0.5)); + vec4 final = vec4(0.26 * (res + mid_horiz + mid_vert) + 3.5 * abs(res - mix(mid_horiz, mid_vert, 0.5)), 1.0); + + final = compress(final, 0.8, 5.0); + final.a = 1.0; + + return final; +} diff --git a/lib/shaders/tilt_shift.glsl b/lib/shaders/postshaders/tilt_shift.glsl similarity index 100% rename from lib/shaders/tilt_shift.glsl rename to lib/shaders/postshaders/tilt_shift.glsl