#define glarebasesize 0.896 #define power 0.50 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) / love_ScreenSize.xy; float y_one = 1.0 / love_ScreenSize.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; }