--[[ The MIT License (MIT) Copyright (c) 2014 Marcus Ihde Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]] LOVE_POSTSHADER_BUFFER_RENDER = love.graphics.newCanvas() LOVE_POSTSHADER_BUFFER_BACK = love.graphics.newCanvas() LOVE_POSTSHADER_LAST_BUFFER = nil LOVE_POSTSHADER_BLURV = love.graphics.newShader("shader/blurv.glsl") LOVE_POSTSHADER_BLURH = love.graphics.newShader("shader/blurh.glsl") LOVE_POSTSHADER_CONTRAST = love.graphics.newShader("shader/contrast.glsl") LOVE_POSTSHADER_CHROMATIC_ABERRATION = love.graphics.newShader("shader/chromatic_aberration.glsl") LOVE_POSTSHADER_FOUR_COLOR = love.graphics.newShader("shader/four_colors.glsl") LOVE_POSTSHADER_MONOCHROM = love.graphics.newShader("shader/monochrom.glsl") LOVE_POSTSHADER_SCANLINES = love.graphics.newShader("shader/scanlines.glsl") LOVE_POSTSHADER_TILT_SHIFT = love.graphics.newShader("shader/tilt_shift.glsl") love.postshader = {} love.postshader.setBuffer = function(path) if path == "back" then love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK) else love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_RENDER) end LOVE_POSTSHADER_LAST_BUFFER = love.graphics.getCanvas() end love.postshader.addEffect = function(shader, ...) args = {...} LOVE_POSTSHADER_LAST_BUFFER = love.graphics.getCanvas() love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK) love.graphics.setBlendMode("alpha") if shader == "bloom" then -- Bloom Shader LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()}) LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()}) LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0) LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0) love.graphics.setShader(LOVE_POSTSHADER_BLURV) love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER) love.graphics.setShader(LOVE_POSTSHADER_BLURH) love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK) love.graphics.setShader(LOVE_POSTSHADER_CONTRAST) love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK) love.graphics.setCanvas(LOVE_POSTSHADER_LAST_BUFFER) love.graphics.setShader() love.graphics.setColor(255, 255, 255) love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER) love.graphics.setBlendMode("additive") love.graphics.setColor(255, 255, 255, (args[2] or 0.25) * 255) love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK) love.graphics.setBlendMode("alpha") elseif shader == "blur" then -- Blur Shader LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()}) LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()}) LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0) LOVE_POSTSHADER_BLURH:send("steps", args[2] or 2.0) love.graphics.setShader(LOVE_POSTSHADER_BLURV) love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER) love.graphics.setShader(LOVE_POSTSHADER_BLURH) love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK) elseif shader == "chromatic" then -- Chromatic Shader LOVE_POSTSHADER_CHROMATIC_ABERRATION:send("redStrength", {args[1] or 0.0, args[2] or 0.0}) LOVE_POSTSHADER_CHROMATIC_ABERRATION:send("greenStrength", {args[3] or 0.0, args[4] or 0.0}) LOVE_POSTSHADER_CHROMATIC_ABERRATION:send("blueStrength", {args[5] or 0.0, args[6] or 0.0}) love.graphics.setCanvas(LOVE_POSTSHADER_BUFFER_BACK) love.graphics.setShader(LOVE_POSTSHADER_CHROMATIC_ABERRATION) love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER) elseif shader == "4colors" then -- 4 Color Shader for i = 1, 4 do for k = 1, 3 do args[i][k] = args[i][k] / 255.0 end end LOVE_POSTSHADER_FOUR_COLOR:send("palette", args[1], args[2], args[3], args[4]) love.graphics.setShader(LOVE_POSTSHADER_FOUR_COLOR) love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER) elseif shader == "monochrom" then -- Monochrom Shader for i = 1, 3 do if args[i] then args[i] = args[i] / 255.0 end end LOVE_POSTSHADER_MONOCHROM:send("tint", {args[1] or 1.0, args[2] or 1.0, args[3] or 1.0}) LOVE_POSTSHADER_MONOCHROM:send("fudge", args[4] or 0.1) LOVE_POSTSHADER_MONOCHROM:send("time", args[5] or love.timer.getTime()) love.graphics.setShader(LOVE_POSTSHADER_MONOCHROM) love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER) elseif shader == "scanlines" then -- Scanlines Shader LOVE_POSTSHADER_SCANLINES:send("screen", {love.window.getWidth(), love.window.getHeight()}) LOVE_POSTSHADER_SCANLINES:send("strength", args[1] or 2.0) LOVE_POSTSHADER_SCANLINES:send("time", args[2] or love.timer.getTime()) love.graphics.setShader(LOVE_POSTSHADER_SCANLINES) love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER) elseif shader == "tiltshift" then -- Blur Shader LOVE_POSTSHADER_BLURV:send("screen", {love.window.getWidth(), love.window.getHeight()}) LOVE_POSTSHADER_BLURH:send("screen", {love.window.getWidth(), love.window.getHeight()}) LOVE_POSTSHADER_BLURV:send("steps", args[1] or 2.0) LOVE_POSTSHADER_BLURH:send("steps", args[1] or 2.0) love.graphics.setShader(LOVE_POSTSHADER_BLURV) love.graphics.draw(LOVE_POSTSHADER_BUFFER_RENDER) love.graphics.setShader(LOVE_POSTSHADER_BLURH) love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK) LOVE_POSTSHADER_TILT_SHIFT:send("imgBuffer", LOVE_POSTSHADER_BUFFER_RENDER) love.graphics.setShader(LOVE_POSTSHADER_TILT_SHIFT) love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK) end if shader ~= "bloom" then love.graphics.setBlendMode("alpha") love.graphics.setCanvas(LOVE_POSTSHADER_LAST_BUFFER) love.graphics.setShader() love.graphics.setColor(255, 255, 255) love.graphics.draw(LOVE_POSTSHADER_BUFFER_BACK) end end love.postshader.draw = function() if LOVE_POSTSHADER_LAST_BUFFER then love.graphics.setBackgroundColor(0, 0, 0) love.graphics.setBlendMode("alpha") love.graphics.setCanvas() love.graphics.setShader() love.graphics.setColor(255, 255, 255) love.graphics.draw(LOVE_POSTSHADER_LAST_BUFFER) end end love.postshader.refreshScreenSize = function() LOVE_POSTSHADER_BUFFER_RENDER = love.graphics.newCanvas() LOVE_POSTSHADER_BUFFER_BACK = love.graphics.newCanvas() end