mirror of
https://github.com/tanema/light_world.lua.git
synced 2024-12-24 20:24:19 +00:00
7fe549a01a
-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
13 lines
508 B
GLSL
13 lines
508 B
GLSL
extern float steps = 2.0;
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vec4 effect(vec4 color, Image texture, vec2 texture_coords, vec2 pixel_coords) {
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vec2 pSize = vec2(1.0 / love_ScreenSize.x, 1.0 / love_ScreenSize.y);
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vec4 col = Texel(texture, texture_coords);
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for(int i = 1; i <= steps; i++) {
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col = col + Texel(texture, vec2(texture_coords.x - pSize.x * i, texture_coords.y));
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col = col + Texel(texture, vec2(texture_coords.x + pSize.x * i, texture_coords.y));
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}
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col = col / (steps * 2.0 + 1.0);
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return vec4(col.r, col.g, col.b, 1.0);
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}
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