trying out some new postshaders from mari0, fixed a couple bugs

This commit is contained in:
Tim Anema 2014-10-08 08:55:05 -04:00
parent cde3349852
commit 22c45f7bac
22 changed files with 650 additions and 43 deletions

View File

@ -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])

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@ -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() .. ")")

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@ -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

View File

@ -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

View File

@ -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

View File

@ -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

View File

@ -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);

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@ -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;
}

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@ -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);
}

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@ -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;
}

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@ -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);
}

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@ -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<g<2 : x^g ~ ax + bx^2
* where a=6/(g+1)-2 and b=1-a
* for 2<g<3 : x^g ~ ax^2 + bx^3
* where a=12/(g+1)-3 and b=1-a
* for 1<g<2 : x^(1/g) ~ (sqrt(a^2+4bx)-a)
* where a=6/(g+1)-2 and b=1-a
* for 2<g<3 : x^(1/g) ~ (a sqrt(x) + b sqrt(sqrt(x)))
* where a = 6 - 15g / 2(g+1) and b = 1-a
*/
vec4 A_IN = vec4( 12.0/(InputGamma+1.0)-3.0 );
vec4 B_IN = vec4(1.0) - A_IN;
vec4 A_OUT = vec4(6.0 - 15.0 * OutputGamma / 2.0 / (OutputGamma+1.0));
vec4 B_OUT = vec4(1.0) - A_OUT;
#define GAMMA_IN(color) ( (A_IN + B_IN * color) * color * color )
#define GAMMA_OUT(color) ( A_OUT * sqrt(color) + B_OUT * sqrt( sqrt(color) ) )
#elif defined FAKER_GAMMA
vec4 A_IN = vec4(6.0/( InputGamma/OutputGamma + 1.0 ) - 2.0);
vec4 B_IN = vec4(1.0) - A_IN;
#define GAMMA_IN(color) ( (A_IN + B_IN * color) * color )
#define GAMMA_OUT(color) color
#else // No gamma correction
#define GAMMA_IN(color) color
#define GAMMA_OUT(color) color
#endif
#ifdef DEBUG
vec4 grid_color( vec2 coords )
{
vec2 snes = floor( coords * textureSize );
if ( (mod(snes.x, 3.0) == 0.0) && (mod(snes.y, 3.0) == 0.0) )
return texture2D(_tex0_, coords);
else
return vec4(0.0);
}
#define TEX2D(coords) GAMMA_IN( grid_color( coords ) )
#else // DEBUG
#define TEX2D(coords) GAMMA_IN( texture2D(_tex0_, coords) )
#endif // DEBUG
vec2 onex = vec2( 1.0/textureSize.x, 0.0 );
vec2 oney = vec2( 0.0, 1.0/textureSize.y );
vec4 effect(vec4 vcolor, Image texture, vec2 texCoord, vec2 pixel_coords)
{
vec2 coords = (texCoord * textureSize);
vec2 pixel_start = floor(coords);
coords -= pixel_start;
vec2 pixel_center = pixel_start + vec2(0.5);
vec2 texture_coords = pixel_center / textureSize;
vec4 color = vec4(0.0);
vec4 pixel;
vec3 centers = vec3(-0.25,-0.5,-0.75);
vec3 posx = vec3(coords.x);
vec3 hweight;
float vweight;
float dx,dy;
float w;
float i,j;
for (j = -1.0; j<=1.0; j++) {
// Vertical weight
dy = abs(coords.y - 0.5 - j );
vweight = smoothstep(1.0,0.0, dy / PHOSPHOR_HEIGHT);
if (vweight !=0.0 ) {
for ( i = -1.0; i<=1.0; i++ ) {
pixel = TEX2D(
texture_coords
+ i * onex
+ j * oney
);
/* Evaluate the distance (in x) from
* the pixel (posx) to the RGB centers
* (~centers):
* x_red = 0.25
* x_green = 0.5
* x_blue = 0.75
* if the distance > 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);
}

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@ -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);
}

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#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;
}

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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);
}

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#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;
}

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/*
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;
}