mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
Merge pull request #31 from SpaVec/glsl-es-support
Android compatibility
This commit is contained in:
commit
414b9b74c0
22
lib/init.lua
22
lib/init.lua
@ -31,18 +31,18 @@ local PostShader = require(_PACKAGE..'postshader')
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local light_world = {}
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light_world.__index = light_world
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light_world.image_mask = love.graphics.newShader(_PACKAGE.."/shaders/image_mask.glsl")
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light_world.shadowShader = 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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light_world.image_mask = util.loadShader(_PACKAGE.."/shaders/image_mask.glsl")
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light_world.shadowShader = util.loadShader(_PACKAGE.."/shaders/shadow.glsl")
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light_world.refractionShader = util.loadShader(_PACKAGE.."/shaders/refraction.glsl")
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light_world.reflectionShader = util.loadShader(_PACKAGE.."/shaders/reflection.glsl")
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local function new(options)
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local obj = {}
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obj.lights = {}
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obj.bodies = {}
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obj.post_shader = PostShader()
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obj.l, obj.t, obj.s = 0, 0, 1
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obj.l, obj.t, obj.s = 0, 0, 1
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obj.ambient = {0, 0, 0}
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obj.refractionStrength = 8.0
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obj.reflectionStrength = 16.0
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@ -273,7 +273,7 @@ function light_world:clear()
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light_world:clearBodies()
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end
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function light_world:setTranslation(l, t, s)
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function light_world:setTranslation(l, t, s)
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self.l, self.t, self.s = l or self.l, t or self.t, s or self.s
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end
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@ -296,13 +296,13 @@ function light_world:newCircle(...) return self:newBody("circle", ...) end
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function light_world:newPolygon(...) return self:newBody("polygon", ...) end
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function light_world:newImage(...) return self:newBody("image", ...) end
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function light_world:newRefraction(...)
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function light_world:newRefraction(...)
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self.disableRefraction = false
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return self:newBody("refraction", ...)
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return self:newBody("refraction", ...)
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end
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function light_world:newReflection(normal, ...)
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function light_world:newReflection(normal, ...)
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self.disableReflection = false
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return self:newBody("reflection", ...)
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return self:newBody("reflection", ...)
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end
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-- new body
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@ -29,12 +29,12 @@ post_shader.__index = post_shader
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local files = love.filesystem.getDirectoryItems(_PACKAGE.."/shaders/postshaders")
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local shaders = {}
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for i,v in ipairs(files) do
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local name = _PACKAGE.."/shaders/postshaders".."/"..v
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if love.filesystem.isFile(name) then
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local str = love.filesystem.read(name)
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local effect = love.graphics.newShader(name)
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local effect = util.loadShader(name)
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local defs = {}
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for vtype, extern in str:gmatch("extern (%w+) (%w+)") do
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defs[extern] = true
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@ -73,14 +73,14 @@ function post_shader:toggleEffect(shaderName, ...)
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end
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function post_shader:drawWith(canvas)
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for shader, args in pairs(self.effects) do
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for shader, args in pairs(self.effects) do
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if shader == "bloom" then
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self:drawBloom(canvas, args)
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elseif shader == "blur" then
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self:drawBlur(canvas, args)
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elseif shader == "tilt_shift" then
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self:drawTiltShift(canvas, args)
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else
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else
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self:drawShader(shader, canvas, args)
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end
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end
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@ -126,9 +126,9 @@ function post_shader:drawShader(shaderName, canvas, args)
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effect[1]:send("time", love.timer.getTime())
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elseif def == "palette" then
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effect[1]:send("palette", unpack(process_palette({
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args[current_arg],
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args[current_arg + 1],
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args[current_arg + 2],
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args[current_arg],
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args[current_arg + 1],
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args[current_arg + 2],
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args[current_arg + 3]
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})))
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current_arg = current_arg + 4
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@ -1,13 +1,13 @@
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extern float exposure = 0.7;
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extern float exposure=0.7;
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extern float brightness = 1.0;
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extern vec3 lumacomponents = vec3(1.0, 1.0, 1.0);
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const vec3 lumcoeff = vec3(0.212671, 0.715160, 0.072169);
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vec4 effect(vec4 vcolor, Image texture, vec2 texcoord, vec2 pixel_coords) {
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vec4 effect(vec4 vcolor, Image texture, vec2 texcoord, vec2 pixel_coords) {
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vec4 input0 = Texel(texture, texcoord);
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input0 *= (exp2(input0)*vec4(exposure));
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vec4 lumacomponents = vec4(lumcoeff * lumacomponents, 0.0 );
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float luminance = dot(input0,lumacomponents);
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vec4 luma = vec4(luminance);
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return vec4(luma.rgb * brightness, 1.0);
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}
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}
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@ -3,9 +3,9 @@ extern float steps = 2.0;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec2 pSize = vec2(1.0 / love_ScreenSize.x, 1.0 / love_ScreenSize.y);
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vec4 col = Texel(texture, texture_coords);
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for(int i = 1; i <= steps; i++) {
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col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y - pSize.y * i));
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col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * i));
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for(int i = 1; i <= int(steps); i++) {
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col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y - pSize.y * float(i)));
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col = col + Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * float(i)));
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}
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col = col / (steps * 2.0 + 1.0);
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return vec4(col.r, col.g, col.b, 1.0);
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@ -3,9 +3,9 @@ extern float steps = 2.0;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec2 pSize = vec2(1.0 / love_ScreenSize.x, 1.0 / love_ScreenSize.y);
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vec4 col = Texel(texture, texture_coords);
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for(int i = 1; i <= steps; i++) {
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col = col + Texel(texture, vec2(texture_coords.x - pSize.x * i, texture_coords.y));
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col = col + Texel(texture, vec2(texture_coords.x + pSize.x * i, texture_coords.y));
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for(int i = 1; i <= int(steps); i++) {
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col = col + Texel(texture, vec2(texture_coords.x - pSize.x * float(i), texture_coords.y));
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col = col + Texel(texture, vec2(texture_coords.x + pSize.x * float(i), texture_coords.y));
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}
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col = col / (steps * 2.0 + 1.0);
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return vec4(col.r, col.g, col.b, 1.0);
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@ -2,7 +2,7 @@ extern vec3 palette[4];
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
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vec4 pixel = Texel(texture, texture_coords);
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int index = int(min(0.9999, max(0.0001,(pixel.r + pixel.g + pixel.b) / 3.0)) * 4);
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int index = int(min(0.9999, max(0.0001,(pixel.r + pixel.g + pixel.b) / 3.0)) * 4.0);
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return vec4(palette[index], 1.0);
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}
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}
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@ -10,4 +10,4 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords){
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vec4 pixel = Texel(texture, texture_coords);
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float intensity = (pixel.r + pixel.g + pixel.b) / 3.0 + (rand(texture_coords, time) - 0.5) * fudge;
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return vec4(intensity * tint.r, intensity * tint.g, intensity * tint.b, 1.0);
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}
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}
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@ -94,22 +94,22 @@ vec4 grid_color( vec2 coords )
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vec2 onex = vec2( 1.0/love_ScreenSize.x, 0.0 );
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vec2 oney = vec2( 0.0, 1.0/love_ScreenSize.y );
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vec4 effect(vec4 vcolor, Image texture, vec2 texCoord, vec2 pixel_coords)
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vec4 effect(vec4 vcolor, Image texture, highp vec2 texCoord, vec2 pixel_coords)
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{
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vec2 coords = (texCoord * love_ScreenSize.xy);
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vec2 pixel_start = floor(coords);
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highp vec2 coords = (texCoord * love_ScreenSize.xy);
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highp vec2 pixel_start = floor(coords);
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coords -= pixel_start;
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vec2 pixel_center = pixel_start + vec2(0.5);
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vec2 texture_coords = pixel_center / love_ScreenSize.xy;
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highp vec2 pixel_center = pixel_start + vec2(0.5);
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highp vec2 texture_coords = pixel_center / love_ScreenSize.xy;
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vec4 color = vec4(0.0);
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vec4 pixel;
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vec3 centers = vec3(-0.25,-0.5,-0.75);
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vec3 posx = vec3(coords.x);
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vec3 hweight;
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float vweight;
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float dx,dy;
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float w;
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highp vec4 color = vec4(0.0);
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highp vec4 pixel;
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highp vec3 centers = vec3(-0.25,-0.5,-0.75);
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highp vec3 posx = vec3(coords.x);
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highp vec3 hweight;
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highp float vweight;
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highp float dx,dy;
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highp float w;
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float i,j;
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@ -5,7 +5,7 @@
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*/
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// modified by slime73 for use with love pixeleffects
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vec3 to_focus(float pixel)
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vec3 to_focus(highp float pixel)
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{
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pixel = mod(pixel + 3.0, 3.0);
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if (pixel >= 2.0) // Blue
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@ -16,24 +16,24 @@ vec3 to_focus(float pixel)
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return vec3(1.0 - pixel, pixel, 0.0);
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}
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vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords)
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vec4 effect(vec4 vcolor, Image texture, highp vec2 texture_coords, vec2 pixel_coords)
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{
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float y = mod(texture_coords.y * love_ScreenSize.y, 1.0);
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float intensity = exp(-0.2 * y);
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highp float y = mod(texture_coords.y * love_ScreenSize.y, 1.0);
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highp float intensity = exp(-0.2 * y);
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vec2 one_x = vec2(1.0 / (3.0 * love_ScreenSize.x), 0.0);
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highp vec2 one_x = vec2(1.0 / (3.0 * love_ScreenSize.x), 0.0);
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vec3 color = Texel(texture, texture_coords - 0.0 * one_x).rgb;
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vec3 color_prev = Texel(texture, texture_coords - 1.0 * one_x).rgb;
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vec3 color_prev_prev = Texel(texture, texture_coords - 2.0 * one_x).rgb;
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highp vec3 color = Texel(texture, texture_coords - 0.0 * one_x).rgb;
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highp vec3 color_prev = Texel(texture, texture_coords - 1.0 * one_x).rgb;
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highp vec3 color_prev_prev = Texel(texture, texture_coords - 2.0 * one_x).rgb;
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float pixel_x = 3.0 * texture_coords.x * love_ScreenSize.x;
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highp float pixel_x = 3.0 * texture_coords.x * love_ScreenSize.x;
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vec3 focus = to_focus(pixel_x - 0.0);
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vec3 focus_prev = to_focus(pixel_x - 1.0);
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vec3 focus_prev_prev = to_focus(pixel_x - 2.0);
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highp vec3 focus = to_focus(pixel_x - 0.0);
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highp vec3 focus_prev = to_focus(pixel_x - 1.0);
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highp vec3 focus_prev_prev = to_focus(pixel_x - 2.0);
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vec3 result =
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highp vec3 result =
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0.8 * color * focus +
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0.6 * color_prev * focus_prev +
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0.3 * color_prev_prev * focus_prev_prev;
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@ -42,4 +42,3 @@ vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords)
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return vec4(intensity * result, 1.0);
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}
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@ -6,15 +6,15 @@ extern number blurwidth = -0.02; // -1 to 1
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vec4 effect(vec4 vcolor, Image texture, vec2 texture_coords, vec2 pixel_coords)
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{
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vec4 c = vec4(0.0, 0.0, 0.0, 1.0);
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int i;
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for (i = 0; i < nsamples; i++)
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{
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number scale = blurstart + blurwidth * (i / float(nsamples-1));
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number scale = blurstart + blurwidth * (float(i) / float(nsamples-1));
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c.rgb += Texel(texture, texture_coords * scale).rgb;
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}
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c.rgb /= nsamples;
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c.rgb /= float(nsamples);
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return c;
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}
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@ -9,11 +9,11 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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if(normal.a > 0.0 && normal.r > 0.0) {
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vec3 pColor = Texel(backBuffer, texture_coords).rgb;
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vec4 pColor2;
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for(int i = 0; i < reflectionStrength; i++) {
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pColor2 = Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * i));
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for(int i = 0; i < int(reflectionStrength); i++) {
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pColor2 = Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * float(i)));
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if(pColor2.a > 0.0 && pColor2.g > 0.0) {
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vec3 rColor = Texel(backBuffer, vec2(texture_coords.x, texture_coords.y + pSize.y * i * 2.0)).rgb;
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return vec4(rColor, (1.0 - i / reflectionStrength) * reflectionVisibility);
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vec3 rColor = Texel(backBuffer, vec2(texture_coords.x, texture_coords.y + pSize.y * float(i) * 2.0)).rgb;
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return vec4(rColor, (1.0 - float(i) / reflectionStrength) * reflectionVisibility);
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}
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}
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return vec4(0.0);
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@ -32,7 +32,7 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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pixel.rgb = lightColor * pow(att, lightSmooth);
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}
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} else {
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vec3 normal = normalize(vec3(normalColor.r,invert_normal ? 1 - normalColor.g : normalColor.g, normalColor.b) * 2.0 - 1.0);
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vec3 normal = normalize(vec3(normalColor.r,invert_normal ? 1.0 - normalColor.g : normalColor.g, normalColor.b) * 2.0 - 1.0);
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//on the normal map, draw normal shadows
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vec3 dir = vec3((lightPosition.xy - pixel_coords.xy) / love_ScreenSize.xy, lightPosition.z);
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dir.x *= love_ScreenSize.x / love_ScreenSize.y;
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@ -47,4 +47,3 @@ vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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return pixel;
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}
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}
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39
lib/util.lua
39
lib/util.lua
@ -2,7 +2,7 @@ local util = {}
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--TODO: the whole stencil/canvas system should be reviewed since it has been changed in a naive way
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function util.process(canvas, options)
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--TODO: now you cannot draw a canvas to itself
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--TODO: now you cannot draw a canvas to itself
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temp = love.graphics.newCanvas()
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util.drawCanvasToCanvas(canvas, temp, options)
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util.drawCanvasToCanvas(temp, canvas, options)
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@ -59,4 +59,41 @@ function util.drawto(canvas, x, y, scale, cb)
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love.graphics.pop()
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end
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function util.loadShader(name)
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local shader = ""
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local externInit = {}
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for line in love.filesystem.lines(name) do
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if line:sub(1,6) == "extern" then
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local type, name = line:match("extern (%w+) (%w+)")
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local value = line:match("=(.*);")
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if value then
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externInit[name] = {type=type, val=value}
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line = line:match("extern %w+ %w+")..";"
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end
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end
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shader = shader.."\n"..line
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end
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local effect = love.graphics.newShader(shader)
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for k, v in pairs(externInit) do
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if v.type == "bool" then
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effect:send(k, v.val)
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elseif v.type == "int" or v.type == "uint" then
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effect:sendInt(k, tonumber(v.val))
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elseif v.type == "float" or v.type == "double" or v.type == "number" then
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effect:send(k, tonumber(v.val))
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elseif v.type:sub(1,3) == "vec" then
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v.val = v.val:gsub(" ", ""):sub(6):sub(1, -2)
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local next = v.val:gmatch("([^,]+)")
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local values = {}
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for n in next do
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table.insert(values, tonumber(n))
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end
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effect:send(k, values)
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end
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end
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return effect
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end
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return util
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