-- Example: Only Postshader Example local PostShader = require "lib/postshader" function love.load() testShader = 0 x = 0 y = 0 scale = 1 colorAberration = 0.0 -- load images image = love.graphics.newImage("gfx/machine2.png") quadScreen = love.graphics.newQuad(0, 0, love.window.getWidth() + 32, love.window.getHeight() + 24, 32, 24) imgFloor = love.graphics.newImage("gfx/floor.png") imgFloor:setWrap("repeat", "repeat") post_shader = PostShader() render_buffer = love.graphics.newCanvas(love.window.getWidth(), love.window.getHeight()) end function love.keypressed(k) if k == "1" then post_shader:toggleEffect("four_colors", {15, 56, 15}, {48, 98, 48}, {139, 172, 15}, {155, 188, 15}) elseif k == "2" then post_shader:toggleEffect("monochrome") elseif k == "3" then post_shader:toggleEffect("scanlines") elseif k == "4" then post_shader:toggleEffect("tilt_shift", 4.0) elseif k == "5" then post_shader:toggleEffect("bloom", 2.0, 0.25) elseif k == "6" then post_shader:toggleEffect("blur", 2.0, 2.0) elseif k == "7" then post_shader:toggleEffect("black_and_white") elseif k == "8" then post_shader:toggleEffect("curvature") elseif k == "9" then post_shader:toggleEffect("edges") elseif k == "0" then post_shader:toggleEffect("hdr_tv") elseif k == "q" then post_shader:toggleEffect("phosphor") elseif k == "w" then post_shader:toggleEffect("phosphorish") elseif k == "e" then post_shader:toggleEffect("pip") elseif k == "r" then post_shader:toggleEffect("pixellate") elseif k == "t" then post_shader:toggleEffect("radialblur") elseif k == "y" then post_shader:toggleEffect("waterpaint") elseif k == "c" then if colorAberration == 0.0 then colorAberration = 3.0 end end end function love.update(dt) love.window.setTitle("Light vs. Shadow Engine (FPS:" .. love.timer.getFPS() .. ")") if love.keyboard.isDown("up") then y = y - dt * 200 elseif love.keyboard.isDown("down") then y = y + dt * 200 end if love.keyboard.isDown("left") then x = x - dt * 200 elseif love.keyboard.isDown("right") then x = x + dt * 200 end if love.keyboard.isDown("-") then scale = scale - 0.01 elseif love.keyboard.isDown("=") then scale = scale + 0.01 end colorAberration = math.max(0.0, colorAberration - dt * 10.0) if colorAberration > 0.0 then post_shader:addEffect("blur", 2.0, 2.0) post_shader:addEffect("chromatic_aberration") else post_shader:removeEffect("blur") post_shader:removeEffect("chromatic_aberration") end lightMouse:setPosition(love.mouse.getX()/scale, love.mouse.getY()/scale) end function love.draw() local w, h = love.graphics.getWidth(), love.graphics.getHeight() render_buffer:clear() love.graphics.push() love.graphics.setCanvas(render_buffer) love.graphics.translate(x, y) love.graphics.scale(scale) love.graphics.setColor(255, 255, 255) love.graphics.draw(imgFloor, quadScreen, 0,0) love.graphics.setColor(63, 255, 127) love.graphics.circle("fill", 256, 256, 16) love.graphics.rectangle("fill", 512, 512, 64, 64) love.graphics.setColor(255, 255, 255) love.graphics.draw(image, 64 - image:getWidth() * 0.5, 64 - image:getHeight() * 0.5) love.graphics.pop() love.graphics.setCanvas() post_shader:drawWith(render_buffer) love.graphics.setBlendMode("alpha") love.graphics.setColor(0, 0, 0, 191) love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(), 24) love.graphics.setColor(0, 255, 0) love.graphics.print("To toggle postshaders, use 0-9 and q->y, to scale use - and =, and to translate use arrows") end