Love 11.2

Now it runs with Love 11.2, but 'phosphor.glsl' should be revised.
This commit is contained in:
Jakub Bucko 2019-06-20 19:20:55 +02:00
parent eaade0dd3c
commit cd5ac35662
4 changed files with 18 additions and 13 deletions

View File

@ -27,12 +27,13 @@ local util = require(_PACKAGE..'/util')
local post_shader = {} local post_shader = {}
post_shader.__index = post_shader post_shader.__index = post_shader
local files = love.filesystem.getInfo(_PACKAGE .. "/shaders/postshaders") local files = love.filesystem.getDirectoryItems(_PACKAGE .. "/shaders/postshaders")
local shaders = {} local shaders = {}
for i,v in ipairs(files) do for i,v in ipairs(files) do
local name = _PACKAGE.."/shaders/postshaders".."/"..v local name = _PACKAGE.."/shaders/postshaders".."/"..v
if love.filesystem.isFile(name) then inf = love.filesystem.getInfo(name)
if love.filesystem.getInfo(name).type == "file" then
local str = love.filesystem.read(name) local str = love.filesystem.read(name)
local effect = util.loadShader(name) local effect = util.loadShader(name)
local defs = {} local defs = {}

View File

@ -21,6 +21,7 @@
// 0.5 = the spot stays inside the original pixel // 0.5 = the spot stays inside the original pixel
// 1.0 = the spot bleeds up to the center of next pixel // 1.0 = the spot bleeds up to the center of next pixel
#define PHOSPHOR_WIDTH 0.9 #define PHOSPHOR_WIDTH 0.9
#define PHOSPHOR_HEIGHT 0.65 #define PHOSPHOR_HEIGHT 0.65
@ -61,6 +62,8 @@ vec4 A_IN = vec4( 12.0/(InputGamma+1.0)-3.0 );
vec4 B_IN = vec4(1.0) - A_IN; vec4 B_IN = vec4(1.0) - A_IN;
vec4 A_OUT = vec4(6.0 - 15.0 * OutputGamma / 2.0 / (OutputGamma+1.0)); vec4 A_OUT = vec4(6.0 - 15.0 * OutputGamma / 2.0 / (OutputGamma+1.0));
vec4 B_OUT = vec4(1.0) - A_OUT; vec4 B_OUT = vec4(1.0) - A_OUT;
uniform Image _tex0_;
#define GAMMA_IN(color) ( (A_IN + B_IN * color) * color * color ) #define GAMMA_IN(color) ( (A_IN + B_IN * color) * color * color )
#define GAMMA_OUT(color) ( A_OUT * sqrt(color) + B_OUT * sqrt( sqrt(color) ) ) #define GAMMA_OUT(color) ( A_OUT * sqrt(color) + B_OUT * sqrt( sqrt(color) ) )
@ -78,7 +81,7 @@ vec4 B_IN = vec4(1.0) - A_IN;
#ifdef DEBUG #ifdef DEBUG
vec4 grid_color( vec2 coords ) vec4 grid_color( vec2 coords )
{ {
vec2 snes = floor( coords * love_ScreenSize ); vec2 snes = floor( coords * love_ScreenSize.xy );
if ( (mod(snes.x, 3.0) == 0.0) && (mod(snes.y, 3.0) == 0.0) ) if ( (mod(snes.x, 3.0) == 0.0) && (mod(snes.y, 3.0) == 0.0) )
return texture2D(_tex0_, coords); return texture2D(_tex0_, coords);
else else

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@ -13,7 +13,7 @@ function util.drawCanvasToCanvas(canvas, other_canvas, options)
util.drawto(other_canvas, 0, 0, 1, function() util.drawto(other_canvas, 0, 0, 1, function()
if options["blendmode"] then if options["blendmode"] then
love.graphics.setBlendMode(options["blendmode"]) love.graphics.setBlendMode(options["blendmode"], "premultiplied")
end end
if options["shader"] then if options["shader"] then
love.graphics.setShader(options["shader"]) love.graphics.setShader(options["shader"])
@ -60,6 +60,7 @@ function util.drawto(canvas, x, y, scale, cb)
end end
function util.loadShader(name) function util.loadShader(name)
print("loading:", name)
local shader = "" local shader = ""
local externInit = {} local externInit = {}
for line in love.filesystem.lines(name) do for line in love.filesystem.lines(name) do

View File

@ -27,7 +27,7 @@ function love.load()
local n = 0 local n = 0
for i, v in ipairs(files) do for i, v in ipairs(files) do
is_file = love.filesystem.isFile("examples/".. v ) is_file = (love.filesystem.getInfo("examples/".. v ).type == "file")
if is_file then if is_file then
n = n + 1 n = n + 1
table.insert(exf.available, v); table.insert(exf.available, v);