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
24 lines
828 B
GLSL
24 lines
828 B
GLSL
extern Image backBuffer;
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extern float reflectionStrength;
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extern float reflectionVisibility;
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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 normal = Texel(texture, texture_coords);
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if(normal.a > 0.0 && normal.r > 0.0) {
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vec3 pColor = Texel(backBuffer, texture_coords).rgb;
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vec4 pColor2;
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for(int i = 0; i < reflectionStrength; i++) {
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pColor2 = Texel(texture, vec2(texture_coords.x, texture_coords.y + pSize.y * i));
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if(pColor2.a > 0.0 && pColor2.g > 0.0) {
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vec3 rColor = Texel(backBuffer, vec2(texture_coords.x, texture_coords.y + pSize.y * i * 2.0)).rgb;
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return vec4(rColor, (1.0 - i / reflectionStrength) * reflectionVisibility);
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}
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}
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return vec4(0.0);
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} else {
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return vec4(0.0);
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}
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}
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