light_world.lua/lib/shaders/postshaders/curvature.glsl
Tim Anema 7fe549a01a optimizations to say the least
-cut out complicated light angle calulations and instead put in a arc
stencil
-stenciled the range of each light to optimize the shader drawing
-refactors postshaders to user proper love variables
-minimized amount of canvases
-added better functionality to my canvas util
-refactored blurring to be in one place
2014-12-19 22:54:29 -05:00

19 lines
571 B
GLSL

#define distortion 0.2
vec2 radialDistortion(vec2 coord) {
vec2 cc = coord - 0.5;
float dist = dot(cc, cc) * distortion;
return coord + cc * (1.0 + dist) * dist;
}
vec4 checkTexelBounds(Image texture, vec2 coords) {
vec2 ss = step(coords, vec2(1.0, 1.0)) * step(vec2(0.0, 0.0), coords);
return Texel(texture, coords) * ss.x * ss.y;
}
vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
vec2 coords = radialDistortion(texture_coords);
vec4 texcolor = checkTexelBounds(texture, coords);
texcolor.a = 1.0;
return texcolor;
}